From f26ab999607e8c611f905cab1bf611297a492b1a Mon Sep 17 00:00:00 2001 From: Daniel Ledda Date: Thu, 11 Dec 2025 16:23:12 +0100 Subject: [PATCH] udpate --- app/home/DJHomeRoot.tsx | 2 +- public/somaesque/ColorWheel.png | Bin 0 -> 75404 bytes public/somaesque/build/bundle.css | 1 + public/somaesque/build/bundle.js | 7 + public/somaesque/build/bundle.js.map | 1 + public/somaesque/favicon.png | Bin 0 -> 58376 bytes public/somaesque/global.css | 72 + public/somaesque/index.html | 19 + public/somaesque/main.wasm | Bin 0 -> 12460 bytes public/somaesque/resources/3x3x4.png | Bin 0 -> 44916 bytes public/somaesque/resources/c000000.obj | 674 +++ public/somaesque/resources/c000001.obj | 455 ++ public/somaesque/resources/c000011.obj | 301 ++ public/somaesque/resources/c000111.obj | 214 + public/somaesque/resources/c001001.obj | 213 + public/somaesque/resources/c001011.obj | 131 + public/somaesque/resources/c001111.obj | 92 + public/somaesque/resources/c011011.obj | 45 + public/somaesque/resources/soma_icon.png | Bin 0 -> 37605 bytes public/somaesque/solver/as-bind.esm.js | 1 + public/somaesque/solver/false | 1 + public/somaesque/solver/main.js | 525 ++ public/somaesque/solver/main.wasm | Bin 0 -> 12460 bytes public/somaesque/solver/main.wat | 5644 ++++++++++++++++++++++ public/somaesque/worker.js | 525 ++ 25 files changed, 8922 insertions(+), 1 deletion(-) create mode 100644 public/somaesque/ColorWheel.png create mode 100644 public/somaesque/build/bundle.css create mode 100644 public/somaesque/build/bundle.js create mode 100644 public/somaesque/build/bundle.js.map create mode 100644 public/somaesque/favicon.png create mode 100644 public/somaesque/global.css create mode 100644 public/somaesque/index.html create mode 100644 public/somaesque/main.wasm create mode 100644 public/somaesque/resources/3x3x4.png create mode 100644 public/somaesque/resources/c000000.obj create mode 100644 public/somaesque/resources/c000001.obj create mode 100644 public/somaesque/resources/c000011.obj create mode 100644 public/somaesque/resources/c000111.obj create mode 100644 public/somaesque/resources/c001001.obj create mode 100644 public/somaesque/resources/c001011.obj create mode 100644 public/somaesque/resources/c001111.obj create mode 100644 public/somaesque/resources/c011011.obj create mode 100644 public/somaesque/resources/soma_icon.png create mode 100644 public/somaesque/solver/as-bind.esm.js create mode 100644 public/somaesque/solver/false create mode 100644 public/somaesque/solver/main.js create mode 100644 public/somaesque/solver/main.wasm create mode 100644 public/somaesque/solver/main.wat create mode 100644 public/somaesque/worker.js diff --git a/app/home/DJHomeRoot.tsx b/app/home/DJHomeRoot.tsx index 70c86d6..8f6288c 100644 --- a/app/home/DJHomeRoot.tsx +++ b/app/home/DJHomeRoot.tsx @@ -55,7 +55,7 @@ export default defineComponent({ Drum Slayer - + Somaesque diff --git a/public/somaesque/ColorWheel.png 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this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[3],o=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],f=i[0],m=i[3],g=i[6],v=i[1],x=i[4],y=i[7],_=i[2],b=i[5],w=i[8];return r[0]=s*f+a*v+o*_,r[3]=s*m+a*x+o*b,r[6]=s*g+a*y+o*w,r[1]=l*f+c*v+h*_,r[4]=l*m+c*x+h*b,r[7]=l*g+c*y+h*w,r[2]=u*f+d*v+p*_,r[5]=u*m+d*x+p*b,r[8]=u*g+d*y+p*w,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-n*r*c+n*a*o+i*r*l-i*s*o}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+n*u+i*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const f=1/p;return t[0]=h*f,t[1]=(i*l-c*n)*f,t[2]=(a*n-i*s)*f,t[3]=u*f,t[4]=(c*e-i*o)*f,t[5]=(i*r-a*e)*f,t[6]=d*f,t[7]=(n*o-l*e)*f,t[8]=(s*e-n*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(n*o,n*l,-n*(o*s+l*a)+s+t,-i*l,i*o,-i*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],s=i[3],a=i[6],o=i[1],l=i[4],c=i[7];return i[0]=e*r+n*o,i[3]=e*s+n*l,i[6]=e*a+n*c,i[1]=-n*r+e*o,i[4]=-n*s+e*l,i[7]=-n*a+e*c,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}let Ve;Ue.prototype.isMatrix3=!0;class Ge{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===Ve&&(Ve=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),Ve.width=t.width,Ve.height=t.height;const n=Ve.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=Ve}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}}let ke=0;class We extends Ce{constructor(t=We.DEFAULT_IMAGE,e=We.DEFAULT_MAPPING,n=1001,i=1001,r=1006,s=1008,a=1023,o=1009,l=1,c=3e3){super(),Object.defineProperty(this,"id",{value:ke++}),this.uuid=Ne(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=s,this.anisotropy=l,this.format=a,this.internalFormat=null,this.type=o,this.offset=new He(0,0),this.repeat=new He(1,1),this.center=new He(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new Ue,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=c,this.version=0,this.onUpdate=null}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=Ne()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case ne:t.x=t.x-Math.floor(t.x);break;case ie:t.x=t.x<0?0:1;break;case re:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case ne:t.y=t.y-Math.floor(t.y);break;case ie:t.y=t.y<0?0:1;break;case re:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&this.version++}}function je(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?Ge.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}We.DEFAULT_IMAGE=void 0,We.DEFAULT_MAPPING=300,We.prototype.isTexture=!0;class Xe{constructor(t=0,e=0,n=0,i=1){this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*n+s[8]*i+s[12]*r,this.y=s[1]*e+s[5]*n+s[9]*i+s[13]*r,this.z=s[2]*e+s[6]*n+s[10]*i+s[14]*r,this.w=s[3]*e+s[7]*n+s[11]*i+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],f=o[2],m=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?o=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),s=Math.atan2(r,e*n);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*n;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+f*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,s){const a=n[i],o=n[i+1],l=n[i+2],c=n[i+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(n/2),c=a(i/2),h=a(r/2),u=o(n/2),d=o(i/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-i)*t}else if(n>a&&n>h){const t=2*Math.sqrt(1+n-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-n-h);this._w=(r-l)/t,this._x=(i+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-a);this._w=(s-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(ze(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+s*a+i*l-r*o,this._y=i*c+s*o+r*a-n*l,this._z=r*c+s*l+n*o-i*a,this._w=s*c-n*a-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,s=this._w;let a=s*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=n,this._y=i,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){this.copy(t).slerp(e,n)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}$e.prototype.isQuaternion=!0;class Ye{constructor(t=0,e=0,n=0){this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Je.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Je.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,s=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*s,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*s,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*s,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*i-a*n,c=o*n+a*e-r*i,h=o*i+r*n-s*e,u=-r*e-s*n-a*i;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=i*o-r*a,this.y=r*s-n*o,this.z=n*a-i*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Ze.copy(this).projectOnVector(t),this.sub(Ze)}reflect(t){return this.sub(Ze.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(ze(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}Ye.prototype.isVector3=!0;const Ze=new Ye,Je=new $e;class Qe{constructor(t=new Ye(1/0,1/0,1/0),e=new Ye(-1/0,-1/0,-1/0)){this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box3: .getParameter() target is now required"),e=new Ye),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,tn),tn.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(cn),hn.subVectors(this.max,cn),nn.subVectors(t.a,cn),rn.subVectors(t.b,cn),sn.subVectors(t.c,cn),an.subVectors(rn,nn),on.subVectors(sn,rn),ln.subVectors(nn,sn);let e=[0,-an.z,an.y,0,-on.z,on.y,0,-ln.z,ln.y,an.z,0,-an.x,on.z,0,-on.x,ln.z,0,-ln.x,-an.y,an.x,0,-on.y,on.x,0,-ln.y,ln.x,0];return!!pn(e,nn,rn,sn,hn)&&(e=[1,0,0,0,1,0,0,0,1],!!pn(e,nn,rn,sn,hn)&&(un.crossVectors(an,on),e=[un.x,un.y,un.z],pn(e,nn,rn,sn,hn)))}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box3: .clampPoint() target is now required"),e=new Ye),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return tn.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return void 0===t&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(t.center),t.radius=.5*this.getSize(tn).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(Ke[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Ke[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Ke[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Ke[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Ke[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Ke[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Ke[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Ke[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Ke)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}Qe.prototype.isBox3=!0;const Ke=[new Ye,new Ye,new Ye,new Ye,new Ye,new Ye,new Ye,new Ye],tn=new Ye,en=new Qe,nn=new Ye,rn=new Ye,sn=new Ye,an=new Ye,on=new Ye,ln=new Ye,cn=new Ye,hn=new Ye,un=new Ye,dn=new Ye;function pn(t,e,n,i,r){for(let s=0,a=t.length-3;s<=a;s+=3){dn.fromArray(t,s);const a=r.x*Math.abs(dn.x)+r.y*Math.abs(dn.y)+r.z*Math.abs(dn.z),o=e.dot(dn),l=n.dot(dn),c=i.dot(dn);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const fn=new Qe,mn=new Ye,gn=new Ye,vn=new Ye;class xn{constructor(t=new Ye,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):fn.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new Qe),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){vn.subVectors(t,this.center);const e=vn.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.add(vn.multiplyScalar(n/t)),this.radius+=n}return this}union(t){return gn.subVectors(t.center,this.center).normalize().multiplyScalar(t.radius),this.expandByPoint(mn.copy(t.center).add(gn)),this.expandByPoint(mn.copy(t.center).sub(gn)),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const yn=new Ye,_n=new Ye,bn=new Ye,wn=new Ye,Mn=new Ye,Sn=new Ye,En=new Ye;class Tn{constructor(t=new Ye,e=new Ye(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return void 0===e&&(console.warn("THREE.Ray: .at() target is now required"),e=new Ye),e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,yn)),this}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),e=new Ye),e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=yn.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(yn.copy(this.direction).multiplyScalar(e).add(this.origin),yn.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){_n.copy(t).add(e).multiplyScalar(.5),bn.copy(e).sub(t).normalize(),wn.copy(this.origin).sub(_n);const r=.5*t.distanceTo(e),s=-this.direction.dot(bn),a=wn.dot(this.direction),o=-wn.dot(bn),l=wn.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return n&&n.copy(this.direction).multiplyScalar(h).add(this.origin),i&&i.copy(bn).multiplyScalar(u).add(_n),d}intersectSphere(t,e){yn.subVectors(t.center,this.origin);const n=yn.dot(this.direction),i=yn.dot(yn)-n*n,r=t.radius*t.radius;if(i>r)return null;const s=Math.sqrt(r-i),a=n-s,o=n+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),n>s||r>i?null:((r>n||n!=n)&&(n=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),n>o||a>i?null:((a>n||n!=n)&&(n=a),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,yn)}intersectTriangle(t,e,n,i,r){Mn.subVectors(e,t),Sn.subVectors(n,t),En.crossVectors(Mn,Sn);let s,a=this.direction.dot(En);if(a>0){if(i)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}wn.subVectors(this.origin,t);const o=s*this.direction.dot(Sn.crossVectors(wn,Sn));if(o<0)return null;const l=s*this.direction.dot(Mn.cross(wn));if(l<0)return null;if(o+l>a)return null;const c=-s*wn.dot(En);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class An{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,f,m){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=f,g[15]=m,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new An).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/Ln.setFromMatrixColumn(t,0).length(),r=1/Ln.setFromMatrixColumn(t,1).length(),s=1/Ln.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,s=Math.cos(n),a=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*a,e[4]=i*a-n,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=i+n*a,e[1]=n+i*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(Cn,t,Pn)}lookAt(t,e,n){const i=this.elements;return Nn.subVectors(t,e),0===Nn.lengthSq()&&(Nn.z=1),Nn.normalize(),Dn.crossVectors(n,Nn),0===Dn.lengthSq()&&(1===Math.abs(n.z)?Nn.x+=1e-4:Nn.z+=1e-4,Nn.normalize(),Dn.crossVectors(n,Nn)),Dn.normalize(),In.crossVectors(Nn,Dn),i[0]=Dn.x,i[4]=In.x,i[8]=Nn.x,i[1]=Dn.y,i[5]=In.y,i[9]=Nn.y,i[2]=Dn.z,i[6]=In.z,i[10]=Nn.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],f=n[6],m=n[10],g=n[14],v=n[3],x=n[7],y=n[11],_=n[15],b=i[0],w=i[4],M=i[8],S=i[12],E=i[1],T=i[5],A=i[9],L=i[13],R=i[2],C=i[6],P=i[10],D=i[14],I=i[3],N=i[7],z=i[11],O=i[15];return r[0]=s*b+a*E+o*R+l*I,r[4]=s*w+a*T+o*C+l*N,r[8]=s*M+a*A+o*P+l*z,r[12]=s*S+a*L+o*D+l*O,r[1]=c*b+h*E+u*R+d*I,r[5]=c*w+h*T+u*C+d*N,r[9]=c*M+h*A+u*P+d*z,r[13]=c*S+h*L+u*D+d*O,r[2]=p*b+f*E+m*R+g*I,r[6]=p*w+f*T+m*C+g*N,r[10]=p*M+f*A+m*P+g*z,r[14]=p*S+f*L+m*D+g*O,r[3]=v*b+x*E+y*R+_*I,r[7]=v*w+x*T+y*C+_*N,r[11]=v*M+x*A+y*P+_*z,r[15]=v*S+x*L+y*D+_*O,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-i*l*h-r*a*u+n*l*u+i*a*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-i*s*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+n*s*d+r*a*c-n*l*c)+t[15]*(-i*a*c-e*o*h+e*a*u+i*s*h-n*s*u+n*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],f=t[13],m=t[14],g=t[15],v=h*m*l-f*u*l+f*o*d-a*m*d-h*o*g+a*u*g,x=p*u*l-c*m*l-p*o*d+s*m*d+c*o*g-s*u*g,y=c*f*l-p*h*l+p*a*d-s*f*d-c*a*g+s*h*g,_=p*h*o-c*f*o-p*a*u+s*f*u+c*a*m-s*h*m,b=e*v+n*x+i*y+r*_;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const w=1/b;return t[0]=v*w,t[1]=(f*u*r-h*m*r-f*i*d+n*m*d+h*i*g-n*u*g)*w,t[2]=(a*m*r-f*o*r+f*i*l-n*m*l-a*i*g+n*o*g)*w,t[3]=(h*o*r-a*u*r-h*i*l+n*u*l+a*i*d-n*o*d)*w,t[4]=x*w,t[5]=(c*m*r-p*u*r+p*i*d-e*m*d-c*i*g+e*u*g)*w,t[6]=(p*o*r-s*m*r-p*i*l+e*m*l+s*i*g-e*o*g)*w,t[7]=(s*u*r-c*o*r+c*i*l-e*u*l-s*i*d+e*o*d)*w,t[8]=y*w,t[9]=(p*h*r-c*f*r-p*n*d+e*f*d+c*n*g-e*h*g)*w,t[10]=(s*f*r-p*a*r+p*n*l-e*f*l-s*n*g+e*a*g)*w,t[11]=(c*a*r-s*h*r-c*n*l+e*h*l+s*n*d-e*a*d)*w,t[12]=_*w,t[13]=(c*f*i-p*h*i+p*n*u-e*f*u-c*n*m+e*h*m)*w,t[14]=(p*a*i-s*f*i-p*n*o+e*f*o+s*n*m-e*a*m)*w,t[15]=(s*h*i-c*a*i+c*n*o-e*h*o-s*n*u+e*a*u)*w,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+n,l*a-i*o,l*o+i*a,0,l*a+i*o,c*a+n,c*o-i*s,0,l*o-i*a,c*o+i*s,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,f=s*c,m=s*h,g=a*h,v=o*l,x=o*c,y=o*h,_=n.x,b=n.y,w=n.z;return i[0]=(1-(f+g))*_,i[1]=(d+y)*_,i[2]=(p-x)*_,i[3]=0,i[4]=(d-y)*b,i[5]=(1-(u+g))*b,i[6]=(m+v)*b,i[7]=0,i[8]=(p+x)*w,i[9]=(m-v)*w,i[10]=(1-(u+f))*w,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=Ln.set(i[0],i[1],i[2]).length();const s=Ln.set(i[4],i[5],i[6]).length(),a=Ln.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],Rn.copy(this);const o=1/r,l=1/s,c=1/a;return Rn.elements[0]*=o,Rn.elements[1]*=o,Rn.elements[2]*=o,Rn.elements[4]*=l,Rn.elements[5]*=l,Rn.elements[6]*=l,Rn.elements[8]*=c,Rn.elements[9]*=c,Rn.elements[10]*=c,e.setFromRotationMatrix(Rn),n.x=r,n.y=s,n.z=a,this}makePerspective(t,e,n,i,r,s){void 0===s&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const a=this.elements,o=2*r/(e-t),l=2*r/(n-i),c=(e+t)/(e-t),h=(n+i)/(n-i),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,n,i,r,s){const a=this.elements,o=1/(e-t),l=1/(n-i),c=1/(s-r),h=(e+t)*o,u=(n+i)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}An.prototype.isMatrix4=!0;const Ln=new Ye,Rn=new An,Cn=new Ye(0,0,0),Pn=new Ye(1,1,1),Dn=new Ye,In=new Ye,Nn=new Ye,zn=new An,On=new $e;class Bn{constructor(t=0,e=0,n=0,i=Bn.DefaultOrder){this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e,n){const i=t.elements,r=i[0],s=i[4],a=i[8],o=i[1],l=i[5],c=i[9],h=i[2],u=i[6],d=i[10];switch(e=e||this._order){case"XYZ":this._y=Math.asin(ze(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-ze(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(ze(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-ze(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(ze(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-ze(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!1!==n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return zn.makeRotationFromQuaternion(t),this.setFromRotationMatrix(zn,e,n)}setFromVector3(t,e){return this.set(t.x,t.y,t.z,e||this._order)}reorder(t){return On.setFromEuler(this),this.setFromQuaternion(On,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new Ye(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}Bn.prototype.isEuler=!0,Bn.DefaultOrder="XYZ",Bn.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class Fn{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c)}return n.object=i,n;function s(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e1?null:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new Ye),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||ei.getNormalMatrix(t),i=this.coplanarPoint(Kn).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}ni.prototype.isPlane=!0;const ii=new Ye,ri=new Ye,si=new Ye,ai=new Ye,oi=new Ye,li=new Ye,ci=new Ye,hi=new Ye,ui=new Ye,di=new Ye;class pi{constructor(t=new Ye,e=new Ye,n=new Ye){this.a=t,this.b=e,this.c=n}static getNormal(t,e,n,i){void 0===i&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new Ye),i.subVectors(n,e),ii.subVectors(t,e),i.cross(ii);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){ii.subVectors(i,e),ri.subVectors(n,e),si.subVectors(t,e);const s=ii.dot(ii),a=ii.dot(ri),o=ii.dot(si),l=ri.dot(ri),c=ri.dot(si),h=s*l-a*a;if(void 0===r&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new Ye),0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,ai),ai.x>=0&&ai.y>=0&&ai.x+ai.y<=1}static getUV(t,e,n,i,r,s,a,o){return this.getBarycoord(t,e,n,i,ai),o.set(0,0),o.addScaledVector(r,ai.x),o.addScaledVector(s,ai.y),o.addScaledVector(a,ai.z),o}static isFrontFacing(t,e,n,i){return ii.subVectors(n,e),ri.subVectors(t,e),ii.cross(ri).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return ii.subVectors(this.c,this.b),ri.subVectors(this.a,this.b),.5*ii.cross(ri).length()}getMidpoint(t){return void 0===t&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),t=new Ye),t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return pi.getNormal(this.a,this.b,this.c,t)}getPlane(t){return void 0===t&&(console.warn("THREE.Triangle: .getPlane() target is now required"),t=new ni),t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return pi.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return pi.getUV(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return pi.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return pi.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),e=new Ye);const n=this.a,i=this.b,r=this.c;let s,a;oi.subVectors(i,n),li.subVectors(r,n),hi.subVectors(t,n);const o=oi.dot(hi),l=li.dot(hi);if(o<=0&&l<=0)return e.copy(n);ui.subVectors(t,i);const c=oi.dot(ui),h=li.dot(ui);if(c>=0&&h<=c)return e.copy(i);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(n).addScaledVector(oi,s);di.subVectors(t,r);const d=oi.dot(di),p=li.dot(di);if(p>=0&&d<=p)return e.copy(r);const f=d*l-o*p;if(f<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(n).addScaledVector(li,a);const m=c*p-d*h;if(m<=0&&h-c>=0&&d-p>=0)return ci.subVectors(r,i),a=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(ci,a);const g=1/(m+f+u);return s=f*g,a=u*g,e.copy(n).addScaledVector(oi,s).addScaledVector(li,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let fi=0;function mi(){Object.defineProperty(this,"id",{value:fi++}),this.uuid=Ne(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=ee,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=Te,this.stencilZFail=Te,this.stencilZPass=Te,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}mi.prototype=Object.assign(Object.create(Ce.prototype),{constructor:mi,isMaterial:!0,onBuild:function(){},onBeforeCompile:function(){},customProgramCacheKey:function(){return this.onBeforeCompile.toString()},setValues:function(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===n;continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}},toJSON:function(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),0!==this.side&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.morphTargets&&(n.morphTargets=!0),!0===this.morphNormals&&(n.morphNormals=!0),!0===this.skinning&&(n.skinning=!0),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n},clone:function(){return(new this.constructor).copy(this)},copy:function(t){this.name=t.name,this.fog=t.fog,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this},dispose:function(){this.dispatchEvent({type:"dispose"})}}),Object.defineProperty(mi.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}});const gi={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},vi={h:0,s:0,l:0},xi={h:0,s:0,l:0};function yi(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function _i(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function bi(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class wi{constructor(t,e,n){return void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){var i;if(t=(t%(i=1)+i)%i,e=ze(e,0,1),n=ze(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=yi(r,i,t+1/3),this.g=yi(r,i,t),this.b=yi(r,i,t-1/3)}return this}setStyle(t){function e(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const i=n[1],r=n[2];switch(i){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,e(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,e(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r)){const n=parseFloat(t[1])/360,i=parseInt(t[2],10)/100,r=parseInt(t[3],10)/100;return e(t[4]),this.setHSL(n,i,r)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],e=t.length;if(3===e)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,this;if(6===e)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,this}return t&&t.length>0?this.setColorName(t):this}setColorName(t){const e=gi[t.toLowerCase()];return void 0!==e?this.setHex(e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copyGammaToLinear(t,e=2){return this.r=Math.pow(t.r,e),this.g=Math.pow(t.g,e),this.b=Math.pow(t.b,e),this}copyLinearToGamma(t,e=2){const n=e>0?1/e:1;return this.r=Math.pow(t.r,n),this.g=Math.pow(t.g,n),this.b=Math.pow(t.b,n),this}convertGammaToLinear(t){return this.copyGammaToLinear(this,t),this}convertLinearToGamma(t){return this.copyLinearToGamma(this,t),this}copySRGBToLinear(t){return this.r=_i(t.r),this.g=_i(t.g),this.b=_i(t.b),this}copyLinearToSRGB(t){return this.r=bi(t.r),this.g=bi(t.g),this.b=bi(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0}getHexString(){return("000000"+this.getHex().toString(16)).slice(-6)}getHSL(t){void 0===t&&(console.warn("THREE.Color: .getHSL() target is now required"),t={h:0,s:0,l:0});const e=this.r,n=this.g,i=this.b,r=Math.max(e,n,i),s=Math.min(e,n,i);let a,o;const l=(s+r)/2;if(s===r)a=0,o=0;else{const t=r-s;switch(o=l<=.5?t/(r+s):t/(2-r-s),r){case e:a=(n-i)/t+(ne&&(e=t[n]);return e}let Pi=0;const Di=new An,Ii=new Qn,Ni=new Ye,zi=new Qe,Oi=new Qe,Bi=new Ye;class Fi extends Ce{constructor(){super(),Object.defineProperty(this,"id",{value:Pi++}),this.uuid=Ne(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(t){return Array.isArray(t)?this.index=new(Ci(t)>65535?Li:Ai)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,n=0){this.groups.push({start:t,count:e,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const n=this.attributes.normal;if(void 0!==n){const e=(new Ue).getNormalMatrix(t);n.applyNormalMatrix(e),n.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}rotateX(t){return Di.makeRotationX(t),this.applyMatrix4(Di),this}rotateY(t){return Di.makeRotationY(t),this.applyMatrix4(Di),this}rotateZ(t){return Di.makeRotationZ(t),this.applyMatrix4(Di),this}translate(t,e,n){return Di.makeTranslation(t,e,n),this.applyMatrix4(Di),this}scale(t,e,n){return Di.makeScale(t,e,n),this.applyMatrix4(Di),this}lookAt(t){return Ii.lookAt(t),Ii.updateMatrix(),this.applyMatrix4(Ii.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(Ni).negate(),this.translate(Ni.x,Ni.y,Ni.z),this}setFromPoints(t){const e=[];for(let n=0,i=t.length;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],s=[];for(let e=0,i=n.length;e0&&(i[e]=s,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new Fi).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}}raycast(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),Vi.copy(n.boundingSphere),Vi.applyMatrix4(r),!1===t.ray.intersectsSphere(Vi))return;if(Hi.copy(r).invert(),Ui.copy(t.ray).applyMatrix4(Hi),null!==n.boundingBox&&!1===Ui.intersectsBox(n.boundingBox))return;let s;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position,o=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,h=n.attributes.uv2,u=n.groups,d=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=u.length;nn.far?null:{distance:c,point:er.clone(),object:t}}(t,e,n,i,Gi,ki,Wi,tr);if(p){o&&(Ji.fromBufferAttribute(o,c),Qi.fromBufferAttribute(o,h),Ki.fromBufferAttribute(o,u),p.uv=pi.getUV(tr,Gi,ki,Wi,Ji,Qi,Ki,new He)),l&&(Ji.fromBufferAttribute(l,c),Qi.fromBufferAttribute(l,h),Ki.fromBufferAttribute(l,u),p.uv2=pi.getUV(tr,Gi,ki,Wi,Ji,Qi,Ki,new He));const t={a:c,b:h,c:u,normal:new Ye,materialIndex:0};pi.getNormal(Gi,ki,Wi,t.normal),p.face=t}return p}nr.prototype.isMesh=!0;class rr extends Fi{constructor(t=1,e=1,n=1,i=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:s};const a=this;i=Math.floor(i),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,n,i,r,s,p,f,m,g,v){const x=s/m,y=p/g,_=s/2,b=p/2,w=f/2,M=m+1,S=g+1;let E=0,T=0;const A=new Ye;for(let s=0;s0?1:-1,c.push(A.x,A.y,A.z),h.push(o/m),h.push(1-s/g),E+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}lr.prototype.isShaderMaterial=!0;class cr extends Qn{constructor(){super(),this.type="Camera",this.matrixWorldInverse=new An,this.projectionMatrix=new An,this.projectionMatrixInverse=new An}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){void 0===t&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),t=new Ye),this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}cr.prototype.isCamera=!0;class hr extends cr{constructor(t=50,e=1,n=.1,i=2e3){super(),this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*Ie*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*De*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*Ie*Math.atan(Math.tan(.5*De*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,n,i,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*De*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*i/t,e-=s.offsetY*n/a,i*=s.width/t,n*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}hr.prototype.isPerspectiveCamera=!0;const ur=90;class dr extends Qn{constructor(t,e,n){if(super(),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new hr(ur,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new Ye(1,0,0)),this.add(i);const r=new hr(ur,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new Ye(-1,0,0)),this.add(r);const s=new hr(ur,1,t,e);s.layers=this.layers,s.up.set(0,0,1),s.lookAt(new Ye(0,1,0)),this.add(s);const a=new hr(ur,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new Ye(0,-1,0)),this.add(a);const o=new hr(ur,1,t,e);o.layers=this.layers,o.up.set(0,-1,0),o.lookAt(new Ye(0,0,1)),this.add(o);const l=new hr(ur,1,t,e);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new Ye(0,0,-1)),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,s,a,o,l]=this.children,c=t.xr.enabled,h=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,s),t.setRenderTarget(n,3),t.render(e,a),t.setRenderTarget(n,4),t.render(e,o),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,l),t.setRenderTarget(h),t.xr.enabled=c}}class pr extends We{constructor(t,e,n,i,r,s,a,o,l,c){super(t=void 0!==t?t:[],e=void 0!==e?e:301,n,i,r,s,a=void 0!==a?a:fe,o,l,c),this._needsFlipEnvMap=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}pr.prototype.isCubeTexture=!0;class fr extends qe{constructor(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),super(t,t,e),e=e||{},this.texture=new pr(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:ae,this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.format=me,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new rr(5,5,5),r=new lr({name:"CubemapFromEquirect",uniforms:sr(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new nr(i,r),a=e.minFilter;e.minFilter===oe&&(e.minFilter=ae);return new dr(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}fr.prototype.isWebGLCubeRenderTarget=!0;class mr extends We{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.image={data:t||null,width:e||1,height:n||1},this.magFilter=void 0!==l?l:se,this.minFilter=void 0!==c?c:se,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}}mr.prototype.isDataTexture=!0;const gr=new xn,vr=new Ye;class xr{constructor(t=new ni,e=new ni,n=new ni,i=new ni,r=new ni,s=new ni){this.planes=[t,e,n,i,r,s]}set(t,e,n,i,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],s=n[2],a=n[3],o=n[4],l=n[5],c=n[6],h=n[7],u=n[8],d=n[9],p=n[10],f=n[11],m=n[12],g=n[13],v=n[14],x=n[15];return e[0].setComponents(a-i,h-o,f-u,x-m).normalize(),e[1].setComponents(a+i,h+o,f+u,x+m).normalize(),e[2].setComponents(a+r,h+l,f+d,x+g).normalize(),e[3].setComponents(a-r,h-l,f-d,x-g).normalize(),e[4].setComponents(a-s,h-c,f-p,x-v).normalize(),e[5].setComponents(a+s,h+c,f+p,x+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),gr.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(gr)}intersectsSprite(t){return gr.center.set(0,0,0),gr.radius=.7071067811865476,gr.applyMatrix4(t.matrixWorld),this.intersectsSphere(gr)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,vr.y=i.normal.y>0?t.max.y:t.min.y,vr.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(vr)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function yr(){let t=null,e=!1,n=null,i=null;function r(e,s){n(e,s),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function _r(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",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",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",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmissionmap_fragment:"#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif",transmissionmap_pars_fragment:"#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP 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USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy 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Missing WebGL extensions.")),r.ambient[0]=a,r.ambient[1]=o,r.ambient[2]=l;const v=r.hash;v.directionalLength===c&&v.pointLength===h&&v.spotLength===u&&v.rectAreaLength===d&&v.hemiLength===p&&v.numDirectionalShadows===f&&v.numPointShadows===m&&v.numSpotShadows===g||(r.directional.length=c,r.spot.length=u,r.rectArea.length=d,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=m,r.pointShadowMap.length=m,r.spotShadow.length=g,r.spotShadowMap.length=g,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=m,r.spotShadowMatrix.length=g,v.directionalLength=c,v.pointLength=h,v.spotLength=u,v.rectAreaLength=d,v.hemiLength=p,v.numDirectionalShadows=f,v.numPointShadows=m,v.numSpotShadows=g,r.version=ga++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=n.get(i).length?(s=new ya(t,e),n.get(i).push(s)):s=n.get(i)[r],s},dispose:function(){n=new WeakMap}}}class ba extends 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shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) 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t=!1;!0===i.morphTargets&&(t=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0);let r=!1;!0===e.isSkinnedMesh&&(!0===i.skinning?r=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",e));l=h(t,r,!0===e.isInstancedMesh)}else l=d;if(t.localClippingEnabled&&!0===i.clipShadows&&0!==i.clippingPlanes.length){const t=l.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=l.clone(),n[e]=r),l=r}return l.visible=i.visible,l.wireframe=i.wireframe,l.side=3===o?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],l.clipShadows=i.clipShadows,l.clippingPlanes=i.clippingPlanes,l.clipIntersection=i.clipIntersection,l.wireframeLinewidth=i.wireframeLinewidth,l.linewidth=i.linewidth,!0===r.isPointLight&&!0===l.isMeshDistanceMaterial&&(l.referencePosition.setFromMatrixPosition(r.matrixWorld),l.nearDistance=s,l.farDistance=a),l}function b(n,r,s,a,o){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&3===o)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/p.x),r.x=s.x*p.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/p.y),r.y=s.y*p.y,u.mapSize.y=s.y)),null===u.map&&!u.isPointLightShadow&&3===this.type){const t={minFilter:ae,magFilter:ae,format:me};u.map=new qe(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.mapPass=new qe(r.x,r.y,t),u.camera.updateProjectionMatrix()}if(null===u.map){const t={minFilter:se,magFilter:se,format:me};u.map=new qe(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==L.indexOf("OpenGL ES")&&(A=parseFloat(/^OpenGL ES 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Be(t.width)&&Be(t.height)}function x(t,e){return t.generateMipmaps&&e&&t.minFilter!==se&&t.minFilter!==ae}function y(e,n,r,s){t.generateMipmap(e);i.get(n).__maxMipLevel=Math.log2(Math.max(r,s))}function _(n,i,r){if(!1===o)return i;if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")}let s=i;return 6403===i&&(5126===r&&(s=33326),5131===r&&(s=33325),5121===r&&(s=33321)),6407===i&&(5126===r&&(s=34837),5131===r&&(s=34843),5121===r&&(s=32849)),6408===i&&(5126===r&&(s=34836),5131===r&&(s=34842),5121===r&&(s=32856)),33325!==s&&33326!==s&&34842!==s&&34836!==s||e.get("EXT_color_buffer_float"),s}function b(t){return t===se||1004===t||1005===t?9728:9729}function w(e){const n=e.target;n.removeEventListener("dispose",w),function(e){const n=i.get(e);if(void 0===n.__webglInit)return;t.deleteTexture(n.__webglTexture),i.remove(e)}(n),n.isVideoTexture&&d.delete(n),a.memory.textures--}function M(e){const 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0===n)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else{if(!1!==n.complete)return void P(r,t,e);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.activeTexture(33984+e),n.bindTexture(3553,r.__webglTexture)}function T(e,r){const a=i.get(e);e.version>0&&a.__version!==e.version?function(e,i,r){if(6!==i.image.length)return;C(e,i),n.activeTexture(33984+r),n.bindTexture(34067,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const a=i&&(i.isCompressedTexture||i.image[0].isCompressedTexture),l=i.image[0]&&i.image[0].isDataTexture,h=[];for(let t=0;t<6;t++)h[t]=a||l?l?i.image[t].image:i.image[t]:g(i.image[t],!1,!0,c);const u=h[0],d=v(u)||o,p=s.convert(i.format),f=s.convert(i.type),m=_(i.internalFormat,p,f);let b;if(R(34067,i,d),a){for(let t=0;t<6;t++){b=h[t].mipmaps;for(let e=0;e1||i.get(s).__currentAnisotropy)&&(t.texParameterf(n,a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(s.anisotropy,r.getMaxAnisotropy())),i.get(s).__currentAnisotropy=s.anisotropy)}}function C(e,n){void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",w),e.__webglTexture=t.createTexture(),a.memory.textures++)}function P(e,i,r){let a=3553;i.isDataTexture2DArray&&(a=35866),i.isDataTexture3D&&(a=32879),C(e,i),n.activeTexture(33984+r),n.bindTexture(a,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const l=function(t){return!o&&(t.wrapS!==ie||t.wrapT!==ie||t.minFilter!==se&&t.minFilter!==ae)}(i)&&!1===v(i.image),c=g(i.image,l,!1,h),u=v(c)||o,d=s.convert(i.format);let p,f=s.convert(i.type),m=_(i.internalFormat,d,f);R(a,i,u);const b=i.mipmaps;if(i.isDepthTexture)m=6402,o?m=i.type===ue?36012:i.type===he?33190:i.type===pe?35056:33189:i.type===ue&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),i.format===ge&&6402===m&&i.type!==ce&&i.type!==he&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),i.type=ce,f=s.convert(i.type)),i.format===ve&&6402===m&&(m=34041,i.type!==pe&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),i.type=pe,f=s.convert(i.type))),n.texImage2D(3553,0,m,c.width,c.height,0,d,f,null);else if(i.isDataTexture)if(b.length>0&&u){for(let t=0,e=b.length;t0&&u){for(let t=0,e=b.length;t=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),S+=1,t},this.resetTextureUnits=function(){S=0},this.setTexture2D=E,this.setTexture2DArray=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?P(r,t,e):(n.activeTexture(33984+e),n.bindTexture(35866,r.__webglTexture))},this.setTexture3D=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?P(r,t,e):(n.activeTexture(33984+e),n.bindTexture(32879,r.__webglTexture))},this.setTextureCube=T,this.setupRenderTarget=function(e){const r=e.texture,l=i.get(e),c=i.get(r);e.addEventListener("dispose",M),c.__webglTexture=t.createTexture(),c.__version=r.version,a.memory.textures++;const h=!0===e.isWebGLCubeRenderTarget,u=!0===e.isWebGLMultisampleRenderTarget,d=r.isDataTexture3D||r.isDataTexture2DArray,p=v(e)||o;if(!o||r.format!==fe||r.type!==ue&&r.type!==de||(r.format=me,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),h){l.__webglFramebuffer=[];for(let e=0;e<6;e++)l.__webglFramebuffer[e]=t.createFramebuffer()}else if(l.__webglFramebuffer=t.createFramebuffer(),u)if(o){l.__webglMultisampledFramebuffer=t.createFramebuffer(),l.__webglColorRenderbuffer=t.createRenderbuffer(),t.bindRenderbuffer(36161,l.__webglColorRenderbuffer);const i=s.convert(r.format),a=s.convert(r.type),o=_(r.internalFormat,i,a),c=z(e);t.renderbufferStorageMultisample(36161,c,o,e.width,e.height),n.bindFramebuffer(36160,l.__webglMultisampledFramebuffer),t.framebufferRenderbuffer(36160,36064,36161,l.__webglColorRenderbuffer),t.bindRenderbuffer(36161,null),e.depthBuffer&&(l.__webglDepthRenderbuffer=t.createRenderbuffer(),I(l.__webglDepthRenderbuffer,e,!0)),n.bindFramebuffer(36160,null)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.");if(h){n.bindTexture(34067,c.__webglTexture),R(34067,r,p);for(let t=0;t<6;t++)D(l.__webglFramebuffer[t],e,36064,34069+t);x(r,p)&&y(34067,r,e.width,e.height),n.bindTexture(34067,null)}else{let t=3553;if(d)if(o){t=r.isDataTexture3D?32879:35866}else console.warn("THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.");n.bindTexture(t,c.__webglTexture),R(t,r,p),D(l.__webglFramebuffer,e,36064,t),x(r,p)&&y(3553,r,e.width,e.height),n.bindTexture(3553,null)}e.depthBuffer&&N(e)},this.updateRenderTargetMipmap=function(t){const e=t.texture;if(x(e,v(t)||o)){const r=t.isWebGLCubeRenderTarget?34067:3553,s=i.get(e).__webglTexture;n.bindTexture(r,s),y(r,e,t.width,t.height),n.bindTexture(r,null)}},this.updateMultisampleRenderTarget=function(e){if(e.isWebGLMultisampleRenderTarget)if(o){const r=e.width,s=e.height;let a=16384;e.depthBuffer&&(a|=256),e.stencilBuffer&&(a|=1024);const o=i.get(e);n.bindFramebuffer(36008,o.__webglMultisampledFramebuffer),n.bindFramebuffer(36009,o.__webglFramebuffer),t.blitFramebuffer(0,0,r,s,0,0,r,s,a,9728),n.bindFramebuffer(36008,null),n.bindFramebuffer(36009,o.__webglMultisampledFramebuffer)}else console.warn("THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.")},this.safeSetTexture2D=function(t,e){t&&t.isWebGLRenderTarget&&(!1===O&&(console.warn("THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead."),O=!0),t=t.texture),E(t,e)},this.safeSetTextureCube=function(t,e){t&&t.isWebGLCubeRenderTarget&&(!1===B&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),B=!0),t=t.texture),T(t,e)}}function Ta(t,e,n){const i=n.isWebGL2;return{convert:function(t){let n;if(t===le)return 5121;if(1017===t)return 32819;if(1018===t)return 32820;if(1019===t)return 33635;if(1010===t)return 5120;if(1011===t)return 5122;if(t===ce)return 5123;if(1013===t)return 5124;if(t===he)return 5125;if(t===ue)return 5126;if(t===de)return i?5131:(n=e.get("OES_texture_half_float"),null!==n?n.HALF_FLOAT_OES:null);if(1021===t)return 6406;if(t===fe)return 6407;if(t===me)return 6408;if(1024===t)return 6409;if(1025===t)return 6410;if(t===ge)return 6402;if(t===ve)return 34041;if(1028===t)return 6403;if(1029===t)return 36244;if(1030===t)return 33319;if(1031===t)return 33320;if(1032===t)return 36248;if(1033===t)return 36249;if(33776===t||33777===t||33778===t||33779===t){if(n=e.get("WEBGL_compressed_texture_s3tc"),null===n)return null;if(33776===t)return n.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===t)return n.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===t)return n.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===t)return n.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===t||35841===t||35842===t||35843===t){if(n=e.get("WEBGL_compressed_texture_pvrtc"),null===n)return null;if(35840===t)return n.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===t)return n.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===t)return n.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===t)return n.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===t)return n=e.get("WEBGL_compressed_texture_etc1"),null!==n?n.COMPRESSED_RGB_ETC1_WEBGL:null;if((37492===t||37496===t)&&(n=e.get("WEBGL_compressed_texture_etc"),null!==n)){if(37492===t)return n.COMPRESSED_RGB8_ETC2;if(37496===t)return n.COMPRESSED_RGBA8_ETC2_EAC}return 37808===t||37809===t||37810===t||37811===t||37812===t||37813===t||37814===t||37815===t||37816===t||37817===t||37818===t||37819===t||37820===t||37821===t||37840===t||37841===t||37842===t||37843===t||37844===t||37845===t||37846===t||37847===t||37848===t||37849===t||37850===t||37851===t||37852===t||37853===t?(n=e.get("WEBGL_compressed_texture_astc"),null!==n?t:null):36492===t?(n=e.get("EXT_texture_compression_bptc"),null!==n?t:null):t===pe?i?34042:(n=e.get("WEBGL_depth_texture"),null!==n?n.UNSIGNED_INT_24_8_WEBGL:null):void 0}}}class Aa extends hr{constructor(t=[]){super(),this.cameras=t}}Aa.prototype.isArrayCamera=!0;class La extends Qn{constructor(){super(),this.type="Group"}}La.prototype.isGroup=!0;const Ra={type:"move"};class Ca{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return null===this._hand&&(this._hand=new La,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return null===this._targetRay&&(this._targetRay=new La,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new Ye,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new Ye),this._targetRay}getGripSpace(){return null===this._grip&&(this._grip=new La,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new Ye,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new Ye),this._grip}dispatchEvent(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this}disconnect(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this}update(t,e,n){let i=null,r=null,s=null;const a=this._targetRay,o=this._grip,l=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(null!==a&&(i=e.getPose(t.targetRaySpace,n),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),i.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(i.linearVelocity)):a.hasLinearVelocity=!1,i.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(i.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(Ra))),l&&t.hand){s=!0;for(const i of t.hand.values()){const t=e.getJointPose(i,n);if(void 0===l.joints[i.jointName]){const t=new La;t.matrixAutoUpdate=!1,t.visible=!1,l.joints[i.jointName]=t,l.add(t)}const r=l.joints[i.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const i=l.joints["index-finger-tip"],r=l.joints["thumb-tip"],a=i.position.distanceTo(r.position),o=.02,c=.005;l.inputState.pinching&&a>o+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));return null!==a&&(a.visible=null!==i),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}}class Pa extends Ce{constructor(t,e){super();const n=this,i=t.state;let r=null,s=1,a=null,o="local-floor",l=null;const c=[],h=new Map,u=new hr;u.layers.enable(1),u.viewport=new Xe;const d=new hr;d.layers.enable(2),d.viewport=new Xe;const p=[u,d],f=new Aa;f.layers.enable(1),f.layers.enable(2);let m=null,g=null;function v(t){const e=h.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function x(){h.forEach((function(t,e){t.disconnect(e)})),h.clear(),m=null,g=null,i.bindXRFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),S.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function y(t){const e=r.inputSources;for(let t=0;t0&&_t(s,t,e),a.length>0&&_t(a,t,e),null!==y&&(j.updateRenderTargetMipmap(y),j.updateMultisampleRenderTarget(y)),!0===t.isScene&&t.onAfterRender(m,t,e),G.buffers.depth.setTest(!0),G.buffers.depth.setMask(!0),G.buffers.color.setMask(!0),G.setPolygonOffset(!1),ot.resetDefaultState(),_=-1,b=null,f.pop(),d=f.length>0?f[f.length-1]:null,p.pop(),u=p.length>0?p[p.length-1]:null},this.getActiveCubeFace=function(){return v},this.getActiveMipmapLevel=function(){return x},this.getRenderTarget=function(){return y},this.setRenderTarget=function(t,e=0,n=0){y=t,v=e,x=n,t&&void 0===W.get(t).__webglFramebuffer&&j.setupRenderTarget(t);let i=null,r=!1,s=!1;if(t){const n=t.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(s=!0);const a=W.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=a[e],r=!0):i=t.isWebGLMultisampleRenderTarget?W.get(t).__webglMultisampledFramebuffer:a,w.copy(t.viewport),M.copy(t.scissor),S=t.scissorTest}else w.copy(C).multiplyScalar(A).floor(),M.copy(P).multiplyScalar(A).floor(),S=D;if(G.bindFramebuffer(36160,i),G.viewport(w),G.scissor(M),G.setScissorTest(S),r){const i=W.get(t.texture);lt.framebufferTexture2D(36160,36064,34069+e,i.__webglTexture,n)}else if(s){const i=W.get(t.texture),r=e||0;lt.framebufferTextureLayer(36160,36064,i.__webglTexture,n||0,r)}},this.readRenderTargetPixels=function(t,e,n,i,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=W.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){G.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==me&&at.convert(o)!==lt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===de&&(U.has("EXT_color_buffer_half_float")||V.isWebGL2&&U.has("EXT_color_buffer_float"));if(!(l===le||at.convert(l)===lt.getParameter(35738)||l===ue&&(V.isWebGL2||U.has("OES_texture_float")||U.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===lt.checkFramebufferStatus(36160)?e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&<.readPixels(e,n,i,r,at.convert(o),at.convert(l),s):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{const t=null!==y?W.get(y).__webglFramebuffer:null;G.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),s=Math.floor(e.image.height*i),a=at.convert(e.format);j.setTexture2D(e,0),lt.copyTexImage2D(3553,n,a,t.x,t.y,r,s,0),G.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,s=e.image.height,a=at.convert(n.format),o=at.convert(n.type);j.setTexture2D(n,0),lt.pixelStorei(37440,n.flipY),lt.pixelStorei(37441,n.premultiplyAlpha),lt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?lt.texSubImage2D(3553,i,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?lt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):lt.texSubImage2D(3553,i,t.x,t.y,a,o,e.image),0===i&&n.generateMipmaps&<.generateMipmap(3553),G.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(m.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const{width:s,height:a,data:o}=n.image,l=at.convert(i.format),c=at.convert(i.type);let h;if(i.isDataTexture3D)j.setTexture3D(i,0),h=32879;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");j.setTexture2DArray(i,0),h=35866}lt.pixelStorei(37440,i.flipY),lt.pixelStorei(37441,i.premultiplyAlpha),lt.pixelStorei(3317,i.unpackAlignment);const u=lt.getParameter(3314),d=lt.getParameter(32878),p=lt.getParameter(3316),f=lt.getParameter(3315),g=lt.getParameter(32877);lt.pixelStorei(3314,s),lt.pixelStorei(32878,a),lt.pixelStorei(3316,t.min.x),lt.pixelStorei(3315,t.min.y),lt.pixelStorei(32877,t.min.z),lt.texSubImage3D(h,r,e.x,e.y,e.z,t.max.x-t.min.x+1,t.max.y-t.min.y+1,t.max.z-t.min.z+1,l,c,o),lt.pixelStorei(3314,u),lt.pixelStorei(32878,d),lt.pixelStorei(3316,p),lt.pixelStorei(3315,f),lt.pixelStorei(32877,g),0===r&&i.generateMipmaps&<.generateMipmap(h),G.unbindTexture()},this.initTexture=function(t){j.setTexture2D(t,0),G.unbindTexture()},this.resetState=function(){v=0,x=0,y=null,G.reset(),ot.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}(class extends Ia{}).prototype.isWebGL1Renderer=!0;class Na extends Qn{constructor(){super(),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.background&&(e.object.background=this.background.toJSON(t)),null!==this.environment&&(e.object.environment=this.environment.toJSON(t)),null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}Na.prototype.isScene=!0;class za{constructor(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=Ae,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=Ne(),this.onUploadCallback=function(){}}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:o,point:Ua.clone(),uv:pi.getUV(Ua,Xa,qa,$a,Ya,Za,Ja,new He),face:null,object:this})}copy(t){return super.copy(t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}).prototype.isSprite=!0;const Ka=new Ye,to=new Xe,eo=new Xe,no=new Ye,io=new An;class ro extends nr{constructor(t,e){super(t,e),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new An,this.bindMatrixInverse=new An}copy(t){return super.copy(t),this.bindMode=t.bindMode,this.bindMatrix.copy(t.bindMatrix),this.bindMatrixInverse.copy(t.bindMatrixInverse),this.skeleton=t.skeleton,this}bind(t,e){this.skeleton=t,void 0===e&&(this.updateMatrixWorld(!0),this.skeleton.calculateInverses(),e=this.matrixWorld),this.bindMatrix.copy(e),this.bindMatrixInverse.copy(e).invert()}pose(){this.skeleton.pose()}normalizeSkinWeights(){const t=new Xe,e=this.geometry.attributes.skinWeight;for(let n=0,i=e.count;no)continue;u.applyMatrix4(this.matrixWorld);const d=t.ray.origin.distanceTo(u);dt.far||e.push({distance:d,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else{for(let n=Math.max(0,s.start),i=Math.min(r.count,s.start+s.count)-1;no)continue;u.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(u);it.far||e.push({distance:i,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error("THREE.Line.raycast() no 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Use THREE.BufferGeometry instead.")}updateMorphTargets(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}go.prototype.isLine=!0;const vo=new Ye,xo=new Ye;class yo extends go{constructor(t,e){super(t,e),this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(t.isBufferGeometry)if(null===t.index){const e=t.attributes.position,n=[];for(let t=0,i=e.count;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. 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Jo(t,e,n){this.i=t,this.x=e,this.y=n,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}class Qo{static area(t){const e=t.length;let n=0;for(let i=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function tl(t,e){for(let n=0;nNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,f=e.y+a/u,m=((n.x-c/d-p)*c-(n.y+l/d-f)*l)/(a*c-o*l);i=p+a*m-t.x,r=f+o*m-t.y;const g=i*i+r*r;if(g<=2)return new He(i,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(i=-o,r=a,s=Math.sqrt(h)):(i=a,r=o,s=Math.sqrt(h/2))}return new He(i/s,r/s)}const P=[];for(let t=0,e=T.length,n=e-1,i=t+1;t=0;t--){const e=t/p,n=h*Math.cos(e*Math.PI/2),i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=T.length;t=0;){const i=n;let r=n-1;r<0&&(r=t.length-1);for(let t=0,n=o+2*p;t=i)){l.push(e.times[t]);for(let n=0;ns.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=i.times[u]){const t=u*l+o,e=t+l-o;d=al.arraySlice(i.values,t,e)}else{const t=i.createInterpolant(),e=o,n=l-o;t.evaluate(s),d=al.arraySlice(t.resultBuffer,e,n)}if("quaternion"===r){(new $e).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=n,n=0}}for(;n>>1;te;)--s;if(++s,0!==r||s!==i){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=al.arraySlice(n,r,s),this.values=al.arraySlice(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==s&&s>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,s),t=!1;break}s=i}if(void 0!==i&&al.isTypedArray(i))for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}}return t}optimize(){const t=al.arraySlice(this.times),e=al.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===_e,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=al.arraySlice(t,0,s),this.values=al.arraySlice(e,0,s*n)):(this.times=t,this.values=e),this}clone(){const t=al.arraySlice(this.times,0),e=al.arraySlice(this.values,0),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}ul.prototype.TimeBufferType=Float32Array,ul.prototype.ValueBufferType=Float32Array,ul.prototype.DefaultInterpolation=ye;class dl extends ul{}dl.prototype.ValueTypeName="bool",dl.prototype.ValueBufferType=Array,dl.prototype.DefaultInterpolation=xe,dl.prototype.InterpolantFactoryMethodLinear=void 0,dl.prototype.InterpolantFactoryMethodSmooth=void 0;class pl extends ul{}pl.prototype.ValueTypeName="color";class fl extends ul{}fl.prototype.ValueTypeName="number";class ml extends ol{constructor(t,e,n,i){super(t,e,n,i)}interpolate_(t,e,n,i){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-e)/(i-e);let l=t*a;for(let t=l+a;l!==t;l+=4)$e.slerpFlat(r,0,s,l-a,s,l,o);return r}}class gl extends ul{InterpolantFactoryMethodLinear(t){return new ml(this.times,this.values,this.getValueSize(),t)}}gl.prototype.ValueTypeName="quaternion",gl.prototype.DefaultInterpolation=ye,gl.prototype.InterpolantFactoryMethodSmooth=void 0;class vl extends ul{}vl.prototype.ValueTypeName="string",vl.prototype.ValueBufferType=Array,vl.prototype.DefaultInterpolation=xe,vl.prototype.InterpolantFactoryMethodLinear=void 0,vl.prototype.InterpolantFactoryMethodSmooth=void 0;class xl extends ul{}xl.prototype.ValueTypeName="vector";class yl{constructor(t,e=-1,n,i=2500){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=Ne(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(_l(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(ul.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const s=[];for(const t in i)s.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const s=[],a=[];al.flattenJSON(n,s,a,i),0!==s.length&&r.push(new t(e,s,a))}},i=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t0||0===t.search(/^data\:image\/jpeg/);r.format=i?fe:me,r.needsUpdate=!0,void 0!==e&&e(r)}),n,i),r}}class Rl{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)}getPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e}getSpacedPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let n,i=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)n=this.getPoint(s/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const n=this.getLengths();let i=0;const r=n.length;let s;s=e||t*n[r-1];let a,o=0,l=r-1;for(;o<=l;)if(i=Math.floor(o+(l-o)/2),a=n[i]-s,a<0)o=i+1;else{if(!(a>0)){l=i;break}l=i-1}if(i=l,n[i]===s)return i/(r-1);const c=n[i];return(i+(s-c)/(n[i+1]-c))/(r-1)}getTangent(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const s=this.getPoint(i),a=this.getPoint(r),o=e||(s.isVector2?new He:new Ye);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)}computeFrenetFrames(t,e){const n=new Ye,i=[],r=[],s=[],a=new Ye,o=new An;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new Ye),i[e].normalize()}r[0]=new Ye,s[0]=new Ye;let l=Number.MAX_VALUE;const c=Math.abs(i[0].x),h=Math.abs(i[0].y),u=Math.abs(i[0].z);c<=l&&(l=c,n.set(1,0,0)),h<=l&&(l=h,n.set(0,1,0)),u<=l&&n.set(0,0,1),a.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],a),s[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(i[e-1],i[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(ze(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(ze(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(o.makeRotationAxis(i[n],e*n)),s[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class Cl extends Rl{constructor(t=0,e=0,n=1,i=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const n=e||new He,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=i[(l-1)%r]:(Il.subVectors(i[0],i[1]).add(i[0]),a=Il);const h=i[l%r],u=i[(l+1)%r];if(this.closed||l+2i.length-2?i.length-1:s+1],h=i[s>i.length-3?i.length-1:s+2];return n.set(Fl(a,o.x,l.x,c.x,h.x),Fl(a,o.y,l.y,c.y,h.y)),n}copy(t){super.copy(t),this.points=[];for(let e=0,n=t.points.length;e=e){const t=n[i]-e,r=this.curves[i],s=r.getLength(),a=0===s?0:1-t/s;return r.getPointAt(a)}i++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,n=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Zl extends Yl{constructor(t){super(t),this.uuid=Ne(),this.type="Shape",this.holes=[]}getPointsHoles(t){const e=[];for(let n=0,i=this.holes.length;n0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]}_slerp(t,e,n,i){$e.slerpFlat(t,e,t,e,t,n,i)}_slerpAdditive(t,e,n,i,r){const s=this._workIndex*r;$e.multiplyQuaternionsFlat(t,s,t,e,t,n),$e.slerpFlat(t,e,t,e,t,s,i)}_lerp(t,e,n,i,r){const s=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[n+a]*i}}_lerpAdditive(t,e,n,i,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[n+s]*i}}}const gc="\\[\\]\\.:\\/",vc=new RegExp("[\\[\\]\\.:\\/]","g"),xc="[^\\[\\]\\.:\\/]",yc="[^"+gc.replace("\\.","")+"]",_c=/((?:WC+[\/:])*)/.source.replace("WC",xc),bc=/(WCOD+)?/.source.replace("WCOD",yc),wc=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",xc),Mc=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",xc),Sc=new RegExp("^"+_c+bc+wc+Mc+"$"),Ec=["material","materials","bones"];class Tc{constructor(t,e,n){this.path=e,this.parsedPath=n||Tc.parseTrackName(e),this.node=Tc.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,n){return t&&t.isAnimationObjectGroup?new Tc.Composite(t,e,n):new Tc(t,e,n)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(vc,"")}static parseTrackName(t){const e=Sc.exec(t);if(!e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==Ec.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n}static findNode(t,e){if(!e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i0){const t=this._interpolants,e=this._propertyBindings;switch(this.blendMode){case 2501:for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(s),e[n].accumulateAdditive(a);break;case Se:default:for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(s),e[n].accumulate(i,a)}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const s=2202===n;if(0===t)return-1===r?i:s&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(s&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=we,i.endingEnd=we):(i.endingStart=t?this.zeroSlopeAtStart?we:be:Me,i.endingEnd=e?this.zeroSlopeAtEnd?we:be:Me)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let s=this._weightInterpolant;null===s&&(s=i._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=n,this}}(class extends Ce{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,s=t._propertyBindings,a=t._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=i[t],l=r.name;let h=c[l];if(void 0!==h)s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;h=new mc(Tc.create(n,l,i),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==n;++a){e[a]._update(i,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;t0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;tthis.handleTouchStart(t))),this.element.addEventListener("touchcancel",(t=>this.handleTouchEnd(t))),window.addEventListener("touchmove",(t=>this.handleTouchMove(t))),window.addEventListener("touchend",(t=>this.handleTouchEnd(t))),this.element.addEventListener("wheel",(t=>this.handleScroll(t))),this.element.addEventListener("mouseover",(()=>this.hovered=!0)),this.element.addEventListener("mouseout",(()=>this.hovered=!1)),this.element.addEventListener("mousedown",(t=>this.handleMouseDown(t))),window.addEventListener("mousemove",(t=>this.handleMove(t))),window.addEventListener("mouseup",(()=>this.dragging=!1))}handleMouseDown(t){1===t.button&&this.object.setRotationFromEuler(this.start),this.dragging||(this.lastX=t.x,this.lastY=t.y,this.dragging=!0)}handleMove(t){if(this.dragging){const e=t.movementX*Nc.ROTATION_FACTOR,n=t.movementY*Nc.ROTATION_FACTOR;this.object.rotateOnAxis(this.yAxis,e),this.object.rotateOnWorldAxis(this.xAxis,n)}}handleScroll(t){if(this.flyingEnabled&&this.hovered)for(const e of this.fliables){const n=t.deltaY/Math.abs(t.deltaY);e.flyBy(n/10)}}handleTouchMove(t){if(this.dragging){const e=t.touches.item(0).clientX,n=t.touches.item(0).clientY,i=e-this.lastTouch.x,r=n-this.lastTouch.y,s=i*Nc.ROTATION_FACTOR,a=r*Nc.ROTATION_FACTOR;this.object.rotateOnAxis(this.yAxis,s),this.object.rotateOnWorldAxis(this.xAxis,a),this.lastTouch.x=e,this.lastTouch.y=n}else if(this.scrolling&&this.flyingEnabled&&this.hovered){const e=t.touches.item(0).clientX,n=t.touches.item(1).clientX,i=t.touches.item(0).clientY,r=t.touches.item(1).clientY,s=Math.sqrt((this.lastScroll1.x-this.lastScroll2.x)**2+(this.lastScroll1.y-this.lastScroll2.y)**2),a=Math.sqrt((e-n)**2+(i-r)**2)-s;for(const t of this.fliables){const e=a/Math.abs(a);t.flyBy(e/10)}}}handleTouchStart(t){1===t.touches.length?(this.lastTouch.x=t.touches.item(0).clientX,this.lastTouch.y=t.touches.item(0).clientY,this.dragging=!0):2===t.touches.length&&(this.lastScroll1.x=t.touches.item(0).clientX,this.lastScroll1.y=t.touches.item(0).clientY,this.lastScroll2.x=t.touches.item(1).clientX,this.lastScroll2.y=t.touches.item(1).clientY,this.scrolling=!0),this.hovered=!0}handleTouchEnd(t){this.dragging=!1,this.scrolling=!1,this.hovered=!1}enableFly(){this.flyingEnabled=!0}disableFly(){this.flyingEnabled=!1}static isMesh(t){return t.isMesh}}class zc{static geometryManager;group;meshes=[];currentPolycube=[];material;numActiveCubes=0;flyDirection=new Ye;constructor(t){this.material=new sl({color:t.getColor(),shininess:100,reflectivity:100}),this.group=new La,this.swapPolycube(t)}static setManager(t){zc.geometryManager=t}swapPolycube(t){t.getRaw()!==this.currentPolycube&&(this.numActiveCubes=t.size(),this.meshes=[],this.group.clear(),this.group.position.set(0,0,0),t.forEachCell(((e,n,i,r)=>{e&&this.addCube(t,n,i,r)})),this.currentPolycube=t.getRaw(),this.material.color.set(t.getColor()),this.flyDirection=this.middlePosOfGroup().normalize())}addCube(t,e,n,i){const r=t.getDims(),s=t.getDirectNeighbourProfile(e,n,i),a=new nr(zc.geometryManager.retrieveCubeGeometry(s),this.material);a.position.set(-(r[2]-1)/2+i,(r[0]-1)/2-e,-(r[1]-1)/2+n),this.meshes.push(a),this.group.add(a)}center(){const t=this.middlePosOfGroup();this.group.children.forEach((e=>e.position.sub(t)))}middlePosOfGroup(){return this.group.children.reduce(((t,e)=>t.add(e.position)),new Ye).divideScalar(this.group.children.length)}flyBy(t){const e=this.flyDirection.clone().multiplyScalar(t),n=this.group.position.clone().add(e);if(n.clone().sub(this.flyDirection).dot(this.flyDirection)<-1)this.group.position.set(0,0,0);else{const t=n.distanceTo(new Ye);t>=0&&t<3&&this.group.position.add(e)}}asObj3D(){return this.group}}const Oc=/^[og]\s*(.+)?/,Bc=/^mtllib /,Fc=/^usemtl /,Hc=/^usemap /,Uc=new Ye,Vc=new Ye,Gc=new Ye,kc=new Ye,Wc=new Ye;function jc(){const t={objects:[],object:{},vertices:[],normals:[],colors:[],uvs:[],materials:{},materialLibraries:[],startObject:function(t,e){if(this.object&&!1===this.object.fromDeclaration)return this.object.name=t,void(this.object.fromDeclaration=!1!==e);const n=this.object&&"function"==typeof this.object.currentMaterial?this.object.currentMaterial():void 0;if(this.object&&"function"==typeof this.object._finalize&&this.object._finalize(!0),this.object={name:t||"",fromDeclaration:!1!==e,geometry:{vertices:[],normals:[],colors:[],uvs:[],hasUVIndices:!1},materials:[],smooth:!0,startMaterial:function(t,e){const n=this._finalize(!1);n&&(n.inherited||n.groupCount<=0)&&this.materials.splice(n.index,1);const i={index:this.materials.length,name:t||"",mtllib:Array.isArray(e)&&e.length>0?e[e.length-1]:"",smooth:void 0!==n?n.smooth:this.smooth,groupStart:void 0!==n?n.groupEnd:0,groupEnd:-1,groupCount:-1,inherited:!1,clone:function(t){const e={index:"number"==typeof t?t:this.index,name:this.name,mtllib:this.mtllib,smooth:this.smooth,groupStart:0,groupEnd:-1,groupCount:-1,inherited:!1};return e.clone=this.clone.bind(e),e}};return this.materials.push(i),i},currentMaterial:function(){if(this.materials.length>0)return this.materials[this.materials.length-1]},_finalize:function(t){const e=this.currentMaterial();if(e&&-1===e.groupEnd&&(e.groupEnd=this.geometry.vertices.length/3,e.groupCount=e.groupEnd-e.groupStart,e.inherited=!1),t&&this.materials.length>1)for(let t=this.materials.length-1;t>=0;t--)this.materials[t].groupCount<=0&&this.materials.splice(t,1);return t&&0===this.materials.length&&this.materials.push({name:"",smooth:this.smooth}),e}},n&&n.name&&"function"==typeof n.clone){const t=n.clone(0);t.inherited=!0,this.object.materials.push(t)}this.objects.push(this.object)},finalize:function(){this.object&&"function"==typeof this.object._finalize&&this.object._finalize(!0)},parseVertexIndex:function(t,e){const n=parseInt(t,10);return 3*(n>=0?n-1:n+e/3)},parseNormalIndex:function(t,e){const n=parseInt(t,10);return 3*(n>=0?n-1:n+e/3)},parseUVIndex:function(t,e){const n=parseInt(t,10);return 2*(n>=0?n-1:n+e/2)},addVertex:function(t,e,n){const i=this.vertices,r=this.object.geometry.vertices;r.push(i[t+0],i[t+1],i[t+2]),r.push(i[e+0],i[e+1],i[e+2]),r.push(i[n+0],i[n+1],i[n+2])},addVertexPoint:function(t){const e=this.vertices;this.object.geometry.vertices.push(e[t+0],e[t+1],e[t+2])},addVertexLine:function(t){const e=this.vertices;this.object.geometry.vertices.push(e[t+0],e[t+1],e[t+2])},addNormal:function(t,e,n){const i=this.normals,r=this.object.geometry.normals;r.push(i[t+0],i[t+1],i[t+2]),r.push(i[e+0],i[e+1],i[e+2]),r.push(i[n+0],i[n+1],i[n+2])},addFaceNormal:function(t,e,n){const i=this.vertices,r=this.object.geometry.normals;Uc.fromArray(i,t),Vc.fromArray(i,e),Gc.fromArray(i,n),Wc.subVectors(Gc,Vc),kc.subVectors(Uc,Vc),Wc.cross(kc),Wc.normalize(),r.push(Wc.x,Wc.y,Wc.z),r.push(Wc.x,Wc.y,Wc.z),r.push(Wc.x,Wc.y,Wc.z)},addColor:function(t,e,n){const i=this.colors,r=this.object.geometry.colors;void 0!==i[t]&&r.push(i[t+0],i[t+1],i[t+2]),void 0!==i[e]&&r.push(i[e+0],i[e+1],i[e+2]),void 0!==i[n]&&r.push(i[n+0],i[n+1],i[n+2])},addUV:function(t,e,n){const i=this.uvs,r=this.object.geometry.uvs;r.push(i[t+0],i[t+1]),r.push(i[e+0],i[e+1]),r.push(i[n+0],i[n+1])},addDefaultUV:function(){const t=this.object.geometry.uvs;t.push(0,0),t.push(0,0),t.push(0,0)},addUVLine:function(t){const e=this.uvs;this.object.geometry.uvs.push(e[t+0],e[t+1])},addFace:function(t,e,n,i,r,s,a,o,l){const c=this.vertices.length;let h=this.parseVertexIndex(t,c),u=this.parseVertexIndex(e,c),d=this.parseVertexIndex(n,c);if(this.addVertex(h,u,d),this.addColor(h,u,d),void 0!==a&&""!==a){const t=this.normals.length;h=this.parseNormalIndex(a,t),u=this.parseNormalIndex(o,t),d=this.parseNormalIndex(l,t),this.addNormal(h,u,d)}else this.addFaceNormal(h,u,d);if(void 0!==i&&""!==i){const t=this.uvs.length;h=this.parseUVIndex(i,t),u=this.parseUVIndex(r,t),d=this.parseUVIndex(s,t),this.addUV(h,u,d),this.object.geometry.hasUVIndices=!0}else this.addDefaultUV()},addPointGeometry:function(t){this.object.geometry.type="Points";const e=this.vertices.length;for(let n=0,i=t.length;n=7?e.colors.push(parseFloat(t[4]),parseFloat(t[5]),parseFloat(t[6])):e.colors.push(void 0,void 0,void 0);break;case"vn":e.normals.push(parseFloat(t[1]),parseFloat(t[2]),parseFloat(t[3]));break;case"vt":e.uvs.push(parseFloat(t[1]),parseFloat(t[2]))}}else if("f"===r){const t=i.substr(1).trim().split(/\s+/),n=[];for(let e=0,i=t.length;e0){const t=i.split("/");n.push(t)}}const r=n[0];for(let t=1,i=n.length-1;t1){const t=a[1].trim().toLowerCase();e.object.smooth="0"!==t&&"off"!==t}else e.object.smooth=!0;const t=e.object.currentMaterial();t&&(t.smooth=e.object.smooth)}else{if("\0"===i)continue;console.warn('THREE.OBJLoader: Unexpected line: "'+i+'"')}e.finalize();const l=new La;l.materialLibraries=[].concat(e.materialLibraries);if(!0===!(1===e.objects.length&&0===e.objects[0].geometry.vertices.length))for(let t=0,n=e.objects.length;t0&&c.setAttribute("normal",new Ri(i.normals,3)),i.colors.length>0&&(o=!0,c.setAttribute("color",new Ri(i.colors,3))),!0===i.hasUVIndices&&c.setAttribute("uv",new Ri(i.uvs,2));const h=[];for(let t=0,n=r.length;t1){for(let t=0,e=r.length;t0){const t=new _o({size:1,sizeAttenuation:!1}),n=new Fi;n.setAttribute("position",new Ri(e.vertices,3)),e.colors.length>0&&void 0!==e.colors[0]&&(n.setAttribute("color",new Ri(e.colors,3)),t.vertexColors=!0);const i=new Eo(n,t);l.add(i)}return l}}var qc;!function(t){t.c000000="c000000",t.c000001="c000001",t.c000011="c000011",t.c000111="c000111",t.c001001="c001001",t.c001011="c001011",t.c001111="c001111",t.c011011="c011011"}(qc||(qc={}));class $c{root="";geometryRecord={};constructor(t,e){this.root=t,Promise.allSettled(Object.keys(qc).map((t=>this.loadCubeGeometry(t)))).then((()=>e())).catch((t=>e(t)))}async loadCubeGeometry(t){const e=(e,n)=>{const i=e.children[0].geometry;this.geometryRecord[t]=i,n(i)};return new 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hr(60,t,.1,15),this.camera.position.z=6,this.camera.lookAt(0,0,0)}mount(t){this.updateDims(this.windowDims),t.append(this.canvas)}updateDims(t){this.windowDims.width=t.width,this.windowDims.height=t.height,this.canvas.width=this.windowDims.width,this.canvas.height=this.windowDims.height,this.camera.aspect=this.canvas.width/this.canvas.height,this.camera.updateProjectionMatrix(),this.renderer.setSize(this.canvas.width,this.canvas.height)}resetDims(){this.windowDims.width=640,this.windowDims.height=480,this.updateDims(this.windowDims)}onLoaded(t){this.loaded&&t(),this.loadedCb=t}isLoaded(){return this.loaded}showPolycube(t){this.controls.disableFly(),this.clearScene(),this.addPolycube(t),this.polycubeMeshes[0].center()}showSolution(t){this.controls.enableFly(),this.clearScene();const e=t.getPieces();for(let t=0;tthis.render(t)))}}}})}(); +//# sourceMappingURL=bundle.js.map diff --git a/public/somaesque/build/bundle.js.map b/public/somaesque/build/bundle.js.map new file mode 100644 index 0000000..d279264 --- /dev/null +++ b/public/somaesque/build/bundle.js.map @@ -0,0 +1 @@ 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true : value;\n }\n else {\n attr(node, prop, value);\n }\n}\nfunction xlink_attr(node, attribute, value) {\n node.setAttributeNS('http://www.w3.org/1999/xlink', attribute, value);\n}\nfunction get_binding_group_value(group, __value, checked) {\n const value = new Set();\n for (let i = 0; i < group.length; i += 1) {\n if (group[i].checked)\n value.add(group[i].__value);\n }\n if (!checked) {\n value.delete(__value);\n }\n return Array.from(value);\n}\nfunction to_number(value) {\n return value === '' ? null : +value;\n}\nfunction time_ranges_to_array(ranges) {\n const array = [];\n for (let i = 0; i < ranges.length; i += 1) {\n array.push({ start: ranges.start(i), end: ranges.end(i) });\n }\n return array;\n}\nfunction children(element) {\n return Array.from(element.childNodes);\n}\nfunction claim_element(nodes, name, attributes, svg) {\n for (let i = 0; i < nodes.length; i += 1) {\n const node = nodes[i];\n if (node.nodeName === name) {\n let j = 0;\n const remove = [];\n while (j < node.attributes.length) {\n const attribute = node.attributes[j++];\n if (!attributes[attribute.name]) {\n remove.push(attribute.name);\n }\n }\n for (let k = 0; k < remove.length; k++) {\n node.removeAttribute(remove[k]);\n }\n return nodes.splice(i, 1)[0];\n }\n }\n return svg ? svg_element(name) : element(name);\n}\nfunction claim_text(nodes, data) {\n for (let i = 0; i < nodes.length; i += 1) {\n const node = nodes[i];\n if (node.nodeType === 3) {\n node.data = '' + data;\n return nodes.splice(i, 1)[0];\n }\n }\n return text(data);\n}\nfunction claim_space(nodes) {\n return claim_text(nodes, ' ');\n}\nfunction set_data(text, data) {\n data = '' + data;\n if (text.wholeText !== data)\n text.data = data;\n}\nfunction set_input_value(input, value) {\n input.value = value == null ? '' : value;\n}\nfunction set_input_type(input, type) {\n try {\n input.type = type;\n }\n catch (e) {\n // do nothing\n }\n}\nfunction set_style(node, key, value, important) {\n node.style.setProperty(key, value, important ? 'important' : '');\n}\nfunction select_option(select, value) {\n for (let i = 0; i < select.options.length; i += 1) {\n const option = select.options[i];\n if (option.__value === value) {\n option.selected = true;\n return;\n }\n }\n}\nfunction select_options(select, value) {\n for (let i = 0; i < select.options.length; i += 1) {\n const option = select.options[i];\n option.selected = ~value.indexOf(option.__value);\n }\n}\nfunction select_value(select) {\n const selected_option = select.querySelector(':checked') || select.options[0];\n return selected_option && selected_option.__value;\n}\nfunction select_multiple_value(select) {\n return [].map.call(select.querySelectorAll(':checked'), option => option.__value);\n}\n// unfortunately this can't be a constant as that wouldn't be tree-shakeable\n// so we cache the result instead\nlet crossorigin;\nfunction is_crossorigin() {\n if (crossorigin === undefined) {\n crossorigin = false;\n try {\n if (typeof window !== 'undefined' && window.parent) {\n void window.parent.document;\n }\n }\n catch (error) {\n crossorigin = true;\n }\n }\n return crossorigin;\n}\nfunction add_resize_listener(node, fn) {\n const computed_style = getComputedStyle(node);\n if (computed_style.position === 'static') {\n node.style.position = 'relative';\n }\n const iframe = element('iframe');\n iframe.setAttribute('style', 'display: block; position: absolute; top: 0; left: 0; width: 100%; height: 100%; ' +\n 'overflow: hidden; border: 0; opacity: 0; pointer-events: none; z-index: -1;');\n iframe.setAttribute('aria-hidden', 'true');\n iframe.tabIndex = -1;\n const crossorigin = is_crossorigin();\n let unsubscribe;\n if (crossorigin) {\n iframe.src = \"data:text/html,\";\n unsubscribe = listen(window, 'message', (event) => {\n if (event.source === iframe.contentWindow)\n fn();\n });\n }\n else {\n iframe.src = 'about:blank';\n iframe.onload = () => {\n unsubscribe = listen(iframe.contentWindow, 'resize', fn);\n };\n }\n append(node, iframe);\n return () => {\n if (crossorigin) {\n unsubscribe();\n }\n else if (unsubscribe && iframe.contentWindow) {\n unsubscribe();\n }\n detach(iframe);\n };\n}\nfunction toggle_class(element, name, toggle) {\n element.classList[toggle ? 'add' : 'remove'](name);\n}\nfunction custom_event(type, detail) {\n const e = document.createEvent('CustomEvent');\n e.initCustomEvent(type, false, false, detail);\n return e;\n}\nfunction query_selector_all(selector, parent = document.body) {\n return Array.from(parent.querySelectorAll(selector));\n}\nclass HtmlTag {\n constructor(anchor = null) {\n this.a = anchor;\n this.e = this.n = null;\n }\n m(html, target, anchor = null) {\n if (!this.e) {\n this.e = element(target.nodeName);\n this.t = target;\n this.h(html);\n }\n this.i(anchor);\n }\n h(html) {\n this.e.innerHTML = html;\n this.n = Array.from(this.e.childNodes);\n }\n i(anchor) {\n for (let i = 0; i < this.n.length; i += 1) {\n insert(this.t, this.n[i], anchor);\n }\n }\n p(html) {\n this.d();\n this.h(html);\n this.i(this.a);\n }\n d() {\n this.n.forEach(detach);\n }\n}\nfunction attribute_to_object(attributes) {\n const result = {};\n for (const attribute of attributes) {\n result[attribute.name] = attribute.value;\n }\n return result;\n}\nfunction get_custom_elements_slots(element) {\n const result = {};\n element.childNodes.forEach((node) => {\n result[node.slot || 'default'] = true;\n });\n return result;\n}\n\nconst active_docs = new Set();\nlet active = 0;\n// https://github.com/darkskyapp/string-hash/blob/master/index.js\nfunction hash(str) {\n let hash = 5381;\n let i = str.length;\n while (i--)\n hash = ((hash << 5) - hash) ^ str.charCodeAt(i);\n return hash >>> 0;\n}\nfunction create_rule(node, a, b, duration, delay, ease, fn, uid = 0) {\n const step = 16.666 / duration;\n let keyframes = '{\\n';\n for (let p = 0; p <= 1; p += step) {\n const t = a + (b - a) * ease(p);\n keyframes += p * 100 + `%{${fn(t, 1 - t)}}\\n`;\n }\n const rule = keyframes + `100% {${fn(b, 1 - b)}}\\n}`;\n const name = `__svelte_${hash(rule)}_${uid}`;\n const doc = node.ownerDocument;\n active_docs.add(doc);\n const stylesheet = doc.__svelte_stylesheet || (doc.__svelte_stylesheet = doc.head.appendChild(element('style')).sheet);\n const current_rules = doc.__svelte_rules || (doc.__svelte_rules = {});\n if (!current_rules[name]) {\n current_rules[name] = true;\n stylesheet.insertRule(`@keyframes ${name} ${rule}`, stylesheet.cssRules.length);\n }\n const animation = node.style.animation || '';\n node.style.animation = `${animation ? `${animation}, ` : ''}${name} ${duration}ms linear ${delay}ms 1 both`;\n active += 1;\n return name;\n}\nfunction delete_rule(node, name) {\n const previous = (node.style.animation || '').split(', ');\n const next = previous.filter(name\n ? anim => anim.indexOf(name) < 0 // remove specific animation\n : anim => anim.indexOf('__svelte') === -1 // remove all Svelte animations\n );\n const deleted = previous.length - next.length;\n if (deleted) {\n node.style.animation = next.join(', ');\n active -= deleted;\n if (!active)\n clear_rules();\n }\n}\nfunction clear_rules() {\n raf(() => {\n if (active)\n return;\n active_docs.forEach(doc => {\n const stylesheet = doc.__svelte_stylesheet;\n let i = stylesheet.cssRules.length;\n while (i--)\n stylesheet.deleteRule(i);\n doc.__svelte_rules = {};\n });\n active_docs.clear();\n });\n}\n\nfunction create_animation(node, from, fn, params) {\n if (!from)\n return noop;\n const to = node.getBoundingClientRect();\n if (from.left === to.left && from.right === to.right && from.top === to.top && from.bottom === to.bottom)\n return noop;\n const { delay = 0, duration = 300, easing = identity, \n // @ts-ignore todo: should this be separated from destructuring? Or start/end added to public api and documentation?\n start: start_time = now() + delay, \n // @ts-ignore todo:\n end = start_time + duration, tick = noop, css } = fn(node, { from, to }, params);\n let running = true;\n let started = false;\n let name;\n function start() {\n if (css) {\n name = create_rule(node, 0, 1, duration, delay, easing, css);\n }\n if (!delay) {\n started = true;\n }\n }\n function stop() {\n if (css)\n delete_rule(node, name);\n running = false;\n }\n loop(now => {\n if (!started && now >= start_time) {\n started = true;\n }\n if (started && now >= end) {\n tick(1, 0);\n stop();\n }\n if (!running) {\n return false;\n }\n if (started) {\n const p = now - start_time;\n const t = 0 + 1 * easing(p / duration);\n tick(t, 1 - t);\n }\n return true;\n });\n start();\n tick(0, 1);\n return stop;\n}\nfunction fix_position(node) {\n const style = getComputedStyle(node);\n if (style.position !== 'absolute' && style.position !== 'fixed') {\n const { width, height } = style;\n const a = node.getBoundingClientRect();\n node.style.position = 'absolute';\n node.style.width = width;\n node.style.height = height;\n add_transform(node, a);\n }\n}\nfunction add_transform(node, a) {\n const b = node.getBoundingClientRect();\n if (a.left !== b.left || a.top !== b.top) {\n const style = getComputedStyle(node);\n const transform = style.transform === 'none' ? '' : style.transform;\n node.style.transform = `${transform} translate(${a.left - b.left}px, ${a.top - b.top}px)`;\n }\n}\n\nlet current_component;\nfunction set_current_component(component) {\n current_component = component;\n}\nfunction get_current_component() {\n if (!current_component)\n throw new Error('Function called outside component initialization');\n return current_component;\n}\nfunction beforeUpdate(fn) {\n get_current_component().$$.before_update.push(fn);\n}\nfunction onMount(fn) {\n get_current_component().$$.on_mount.push(fn);\n}\nfunction afterUpdate(fn) {\n get_current_component().$$.after_update.push(fn);\n}\nfunction onDestroy(fn) {\n get_current_component().$$.on_destroy.push(fn);\n}\nfunction createEventDispatcher() {\n const component = get_current_component();\n return (type, detail) => {\n const callbacks = component.$$.callbacks[type];\n if (callbacks) {\n // TODO are there situations where events could be dispatched\n // in a server (non-DOM) environment?\n const event = custom_event(type, detail);\n callbacks.slice().forEach(fn => {\n fn.call(component, event);\n });\n }\n };\n}\nfunction setContext(key, context) {\n get_current_component().$$.context.set(key, context);\n}\nfunction getContext(key) {\n return get_current_component().$$.context.get(key);\n}\nfunction hasContext(key) {\n return get_current_component().$$.context.has(key);\n}\n// TODO figure out if we still want to support\n// shorthand events, or if we want to implement\n// a real bubbling mechanism\nfunction bubble(component, event) {\n const callbacks = component.$$.callbacks[event.type];\n if (callbacks) {\n callbacks.slice().forEach(fn => fn(event));\n }\n}\n\nconst dirty_components = [];\nconst intros = { enabled: false };\nconst binding_callbacks = [];\nconst render_callbacks = [];\nconst flush_callbacks = [];\nconst resolved_promise = Promise.resolve();\nlet update_scheduled = false;\nfunction schedule_update() {\n if (!update_scheduled) {\n update_scheduled = true;\n resolved_promise.then(flush);\n }\n}\nfunction tick() {\n schedule_update();\n return resolved_promise;\n}\nfunction add_render_callback(fn) {\n render_callbacks.push(fn);\n}\nfunction add_flush_callback(fn) {\n flush_callbacks.push(fn);\n}\nlet flushing = false;\nconst seen_callbacks = new Set();\nfunction flush() {\n if (flushing)\n return;\n flushing = true;\n do {\n // first, call beforeUpdate functions\n // and update components\n for (let i = 0; i < dirty_components.length; i += 1) {\n const component = dirty_components[i];\n set_current_component(component);\n update(component.$$);\n }\n set_current_component(null);\n dirty_components.length = 0;\n while (binding_callbacks.length)\n binding_callbacks.pop()();\n // then, once components are updated, call\n // afterUpdate functions. This may cause\n // subsequent updates...\n for (let i = 0; i < render_callbacks.length; i += 1) {\n const callback = render_callbacks[i];\n if (!seen_callbacks.has(callback)) {\n // ...so guard against infinite loops\n seen_callbacks.add(callback);\n callback();\n }\n }\n render_callbacks.length = 0;\n } while (dirty_components.length);\n while (flush_callbacks.length) {\n flush_callbacks.pop()();\n }\n update_scheduled = false;\n flushing = false;\n seen_callbacks.clear();\n}\nfunction update($$) {\n if ($$.fragment !== null) {\n $$.update();\n run_all($$.before_update);\n const dirty = $$.dirty;\n $$.dirty = [-1];\n $$.fragment && $$.fragment.p($$.ctx, dirty);\n $$.after_update.forEach(add_render_callback);\n }\n}\n\nlet promise;\nfunction wait() {\n if (!promise) {\n promise = Promise.resolve();\n promise.then(() => {\n promise = null;\n });\n }\n return promise;\n}\nfunction dispatch(node, direction, kind) {\n node.dispatchEvent(custom_event(`${direction ? 'intro' : 'outro'}${kind}`));\n}\nconst outroing = new Set();\nlet outros;\nfunction group_outros() {\n outros = {\n r: 0,\n c: [],\n p: outros // parent group\n };\n}\nfunction check_outros() {\n if (!outros.r) {\n run_all(outros.c);\n }\n outros = outros.p;\n}\nfunction transition_in(block, local) {\n if (block && block.i) {\n outroing.delete(block);\n block.i(local);\n }\n}\nfunction transition_out(block, local, detach, callback) {\n if (block && block.o) {\n if (outroing.has(block))\n return;\n outroing.add(block);\n outros.c.push(() => {\n outroing.delete(block);\n if (callback) {\n if (detach)\n block.d(1);\n callback();\n }\n });\n block.o(local);\n }\n}\nconst null_transition = { duration: 0 };\nfunction create_in_transition(node, fn, params) {\n let config = fn(node, params);\n let running = false;\n let animation_name;\n let task;\n let uid = 0;\n function cleanup() {\n if (animation_name)\n delete_rule(node, animation_name);\n }\n function go() {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n if (css)\n animation_name = create_rule(node, 0, 1, duration, delay, easing, css, uid++);\n tick(0, 1);\n const start_time = now() + delay;\n const end_time = start_time + duration;\n if (task)\n task.abort();\n running = true;\n add_render_callback(() => dispatch(node, true, 'start'));\n task = loop(now => {\n if (running) {\n if (now >= end_time) {\n tick(1, 0);\n dispatch(node, true, 'end');\n cleanup();\n return running = false;\n }\n if (now >= start_time) {\n const t = easing((now - start_time) / duration);\n tick(t, 1 - t);\n }\n }\n return running;\n });\n }\n let started = false;\n return {\n start() {\n if (started)\n return;\n delete_rule(node);\n if (is_function(config)) {\n config = config();\n wait().then(go);\n }\n else {\n go();\n }\n },\n invalidate() {\n started = false;\n },\n end() {\n if (running) {\n cleanup();\n running = false;\n }\n }\n };\n}\nfunction create_out_transition(node, fn, params) {\n let config = fn(node, params);\n let running = true;\n let animation_name;\n const group = outros;\n group.r += 1;\n function go() {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n if (css)\n animation_name = create_rule(node, 1, 0, duration, delay, easing, css);\n const start_time = now() + delay;\n const end_time = start_time + duration;\n add_render_callback(() => dispatch(node, false, 'start'));\n loop(now => {\n if (running) {\n if (now >= end_time) {\n tick(0, 1);\n dispatch(node, false, 'end');\n if (!--group.r) {\n // this will result in `end()` being called,\n // so we don't need to clean up here\n run_all(group.c);\n }\n return false;\n }\n if (now >= start_time) {\n const t = easing((now - start_time) / duration);\n tick(1 - t, t);\n }\n }\n return running;\n });\n }\n if (is_function(config)) {\n wait().then(() => {\n // @ts-ignore\n config = config();\n go();\n });\n }\n else {\n go();\n }\n return {\n end(reset) {\n if (reset && config.tick) {\n config.tick(1, 0);\n }\n if (running) {\n if (animation_name)\n delete_rule(node, animation_name);\n running = false;\n }\n }\n };\n}\nfunction create_bidirectional_transition(node, fn, params, intro) {\n let config = fn(node, params);\n let t = intro ? 0 : 1;\n let running_program = null;\n let pending_program = null;\n let animation_name = null;\n function clear_animation() {\n if (animation_name)\n delete_rule(node, animation_name);\n }\n function init(program, duration) {\n const d = program.b - t;\n duration *= Math.abs(d);\n return {\n a: t,\n b: program.b,\n d,\n duration,\n start: program.start,\n end: program.start + duration,\n group: program.group\n };\n }\n function go(b) {\n const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition;\n const program = {\n start: now() + delay,\n b\n };\n if (!b) {\n // @ts-ignore todo: improve typings\n program.group = outros;\n outros.r += 1;\n }\n if (running_program || pending_program) {\n pending_program = program;\n }\n else {\n // if this is an intro, and there's a delay, we need to do\n // an initial tick and/or apply CSS animation immediately\n if (css) {\n clear_animation();\n animation_name = create_rule(node, t, b, duration, delay, easing, css);\n }\n if (b)\n tick(0, 1);\n running_program = init(program, duration);\n add_render_callback(() => dispatch(node, b, 'start'));\n loop(now => {\n if (pending_program && now > pending_program.start) {\n running_program = init(pending_program, duration);\n pending_program = null;\n dispatch(node, running_program.b, 'start');\n if (css) {\n clear_animation();\n animation_name = create_rule(node, t, running_program.b, running_program.duration, 0, easing, config.css);\n }\n }\n if (running_program) {\n if (now >= running_program.end) {\n tick(t = running_program.b, 1 - t);\n dispatch(node, running_program.b, 'end');\n if (!pending_program) {\n // we're done\n if (running_program.b) {\n // intro — we can tidy up immediately\n clear_animation();\n }\n else {\n // outro — needs to be coordinated\n if (!--running_program.group.r)\n run_all(running_program.group.c);\n }\n }\n running_program = null;\n }\n else if (now >= running_program.start) {\n const p = now - running_program.start;\n t = running_program.a + running_program.d * easing(p / running_program.duration);\n tick(t, 1 - t);\n }\n }\n return !!(running_program || pending_program);\n });\n }\n }\n return {\n run(b) {\n if (is_function(config)) {\n wait().then(() => {\n // @ts-ignore\n config = config();\n go(b);\n });\n }\n else {\n go(b);\n }\n },\n end() {\n clear_animation();\n running_program = pending_program = null;\n }\n };\n}\n\nfunction handle_promise(promise, info) {\n const token = info.token = {};\n function update(type, index, key, value) {\n if (info.token !== token)\n return;\n info.resolved = value;\n let child_ctx = info.ctx;\n if (key !== undefined) {\n child_ctx = child_ctx.slice();\n child_ctx[key] = value;\n }\n const block = type && (info.current = type)(child_ctx);\n let needs_flush = false;\n if (info.block) {\n if (info.blocks) {\n info.blocks.forEach((block, i) => {\n if (i !== index && block) {\n group_outros();\n transition_out(block, 1, 1, () => {\n if (info.blocks[i] === block) {\n info.blocks[i] = null;\n }\n });\n check_outros();\n }\n });\n }\n else {\n info.block.d(1);\n }\n block.c();\n transition_in(block, 1);\n block.m(info.mount(), info.anchor);\n needs_flush = true;\n }\n info.block = block;\n if (info.blocks)\n info.blocks[index] = block;\n if (needs_flush) {\n flush();\n }\n }\n if (is_promise(promise)) {\n const current_component = get_current_component();\n promise.then(value => {\n set_current_component(current_component);\n update(info.then, 1, info.value, value);\n set_current_component(null);\n }, error => {\n set_current_component(current_component);\n update(info.catch, 2, info.error, error);\n set_current_component(null);\n if (!info.hasCatch) {\n throw error;\n }\n });\n // if we previously had a then/catch block, destroy it\n if (info.current !== info.pending) {\n update(info.pending, 0);\n return true;\n }\n }\n else {\n if (info.current !== info.then) {\n update(info.then, 1, info.value, promise);\n return true;\n }\n info.resolved = promise;\n }\n}\nfunction update_await_block_branch(info, ctx, dirty) {\n const child_ctx = ctx.slice();\n const { resolved } = info;\n if (info.current === info.then) {\n child_ctx[info.value] = resolved;\n }\n if (info.current === info.catch) {\n child_ctx[info.error] = resolved;\n }\n info.block.p(child_ctx, dirty);\n}\n\nconst globals = (typeof window !== 'undefined'\n ? window\n : typeof globalThis !== 'undefined'\n ? globalThis\n : global);\n\nfunction destroy_block(block, lookup) {\n block.d(1);\n lookup.delete(block.key);\n}\nfunction outro_and_destroy_block(block, lookup) {\n transition_out(block, 1, 1, () => {\n lookup.delete(block.key);\n });\n}\nfunction fix_and_destroy_block(block, lookup) {\n block.f();\n destroy_block(block, lookup);\n}\nfunction fix_and_outro_and_destroy_block(block, lookup) {\n block.f();\n outro_and_destroy_block(block, lookup);\n}\nfunction update_keyed_each(old_blocks, dirty, get_key, dynamic, ctx, list, lookup, node, destroy, create_each_block, next, get_context) {\n let o = old_blocks.length;\n let n = list.length;\n let i = o;\n const old_indexes = {};\n while (i--)\n old_indexes[old_blocks[i].key] = i;\n const new_blocks = [];\n const new_lookup = new Map();\n const deltas = new Map();\n i = n;\n while (i--) {\n const child_ctx = get_context(ctx, list, i);\n const key = get_key(child_ctx);\n let block = lookup.get(key);\n if (!block) {\n block = create_each_block(key, child_ctx);\n block.c();\n }\n else if (dynamic) {\n block.p(child_ctx, dirty);\n }\n new_lookup.set(key, new_blocks[i] = block);\n if (key in old_indexes)\n deltas.set(key, Math.abs(i - old_indexes[key]));\n }\n const will_move = new Set();\n const did_move = new Set();\n function insert(block) {\n transition_in(block, 1);\n block.m(node, next);\n lookup.set(block.key, block);\n next = block.first;\n n--;\n }\n while (o && n) {\n const new_block = new_blocks[n - 1];\n const old_block = old_blocks[o - 1];\n const new_key = new_block.key;\n const old_key = old_block.key;\n if (new_block === old_block) {\n // do nothing\n next = new_block.first;\n o--;\n n--;\n }\n else if (!new_lookup.has(old_key)) {\n // remove old block\n destroy(old_block, lookup);\n o--;\n }\n else if (!lookup.has(new_key) || will_move.has(new_key)) {\n insert(new_block);\n }\n else if (did_move.has(old_key)) {\n o--;\n }\n else if (deltas.get(new_key) > deltas.get(old_key)) {\n did_move.add(new_key);\n insert(new_block);\n }\n else {\n will_move.add(old_key);\n o--;\n }\n }\n while (o--) {\n const old_block = old_blocks[o];\n if (!new_lookup.has(old_block.key))\n destroy(old_block, lookup);\n }\n while (n)\n insert(new_blocks[n - 1]);\n return new_blocks;\n}\nfunction validate_each_keys(ctx, list, get_context, get_key) {\n const keys = new Set();\n for (let i = 0; i < list.length; i++) {\n const key = get_key(get_context(ctx, list, i));\n if (keys.has(key)) {\n throw new Error('Cannot have duplicate keys in a keyed each');\n }\n keys.add(key);\n }\n}\n\nfunction get_spread_update(levels, updates) {\n const update = {};\n const to_null_out = {};\n const accounted_for = { $$scope: 1 };\n let i = levels.length;\n while (i--) {\n const o = levels[i];\n const n = updates[i];\n if (n) {\n for (const key in o) {\n if (!(key in n))\n to_null_out[key] = 1;\n }\n for (const key in n) {\n if (!accounted_for[key]) {\n update[key] = n[key];\n accounted_for[key] = 1;\n }\n }\n levels[i] = n;\n }\n else {\n for (const key in o) {\n accounted_for[key] = 1;\n }\n }\n }\n for (const key in to_null_out) {\n if (!(key in update))\n update[key] = undefined;\n }\n return update;\n}\nfunction get_spread_object(spread_props) {\n return typeof spread_props === 'object' && spread_props !== null ? spread_props : {};\n}\n\n// source: https://html.spec.whatwg.org/multipage/indices.html\nconst boolean_attributes = new Set([\n 'allowfullscreen',\n 'allowpaymentrequest',\n 'async',\n 'autofocus',\n 'autoplay',\n 'checked',\n 'controls',\n 'default',\n 'defer',\n 'disabled',\n 'formnovalidate',\n 'hidden',\n 'ismap',\n 'loop',\n 'multiple',\n 'muted',\n 'nomodule',\n 'novalidate',\n 'open',\n 'playsinline',\n 'readonly',\n 'required',\n 'reversed',\n 'selected'\n]);\n\nconst invalid_attribute_name_character = /[\\s'\">/=\\u{FDD0}-\\u{FDEF}\\u{FFFE}\\u{FFFF}\\u{1FFFE}\\u{1FFFF}\\u{2FFFE}\\u{2FFFF}\\u{3FFFE}\\u{3FFFF}\\u{4FFFE}\\u{4FFFF}\\u{5FFFE}\\u{5FFFF}\\u{6FFFE}\\u{6FFFF}\\u{7FFFE}\\u{7FFFF}\\u{8FFFE}\\u{8FFFF}\\u{9FFFE}\\u{9FFFF}\\u{AFFFE}\\u{AFFFF}\\u{BFFFE}\\u{BFFFF}\\u{CFFFE}\\u{CFFFF}\\u{DFFFE}\\u{DFFFF}\\u{EFFFE}\\u{EFFFF}\\u{FFFFE}\\u{FFFFF}\\u{10FFFE}\\u{10FFFF}]/u;\n// https://html.spec.whatwg.org/multipage/syntax.html#attributes-2\n// https://infra.spec.whatwg.org/#noncharacter\nfunction spread(args, classes_to_add) {\n const attributes = Object.assign({}, ...args);\n if (classes_to_add) {\n if (attributes.class == null) {\n attributes.class = classes_to_add;\n }\n else {\n attributes.class += ' ' + classes_to_add;\n }\n }\n let str = '';\n Object.keys(attributes).forEach(name => {\n if (invalid_attribute_name_character.test(name))\n return;\n const value = attributes[name];\n if (value === true)\n str += ' ' + name;\n else if (boolean_attributes.has(name.toLowerCase())) {\n if (value)\n str += ' ' + name;\n }\n else if (value != null) {\n str += ` ${name}=\"${String(value).replace(/\"/g, '"').replace(/'/g, ''')}\"`;\n }\n });\n return str;\n}\nconst escaped = {\n '\"': '"',\n \"'\": ''',\n '&': '&',\n '<': '<',\n '>': '>'\n};\nfunction escape(html) {\n return String(html).replace(/[\"'&<>]/g, match => escaped[match]);\n}\nfunction each(items, fn) {\n let str = '';\n for (let i = 0; i < items.length; i += 1) {\n str += fn(items[i], i);\n }\n return str;\n}\nconst missing_component = {\n $$render: () => ''\n};\nfunction validate_component(component, name) {\n if (!component || !component.$$render) {\n if (name === 'svelte:component')\n name += ' this={...}';\n throw new Error(`<${name}> is not a valid SSR component. You may need to review your build config to ensure that dependencies are compiled, rather than imported as pre-compiled modules`);\n }\n return component;\n}\nfunction debug(file, line, column, values) {\n console.log(`{@debug} ${file ? file + ' ' : ''}(${line}:${column})`); // eslint-disable-line no-console\n console.log(values); // eslint-disable-line no-console\n return '';\n}\nlet on_destroy;\nfunction create_ssr_component(fn) {\n function $$render(result, props, bindings, slots, context) {\n const parent_component = current_component;\n const $$ = {\n on_destroy,\n context: new Map(parent_component ? parent_component.$$.context : context || []),\n // these will be immediately discarded\n on_mount: [],\n before_update: [],\n after_update: [],\n callbacks: blank_object()\n };\n set_current_component({ $$ });\n const html = fn(result, props, bindings, slots);\n set_current_component(parent_component);\n return html;\n }\n return {\n render: (props = {}, { $$slots = {}, context = new Map() } = {}) => {\n on_destroy = [];\n const result = { title: '', head: '', css: new Set() };\n const html = $$render(result, props, {}, $$slots, context);\n run_all(on_destroy);\n return {\n html,\n css: {\n code: Array.from(result.css).map(css => css.code).join('\\n'),\n map: null // TODO\n },\n head: result.title + result.head\n };\n },\n $$render\n };\n}\nfunction add_attribute(name, value, boolean) {\n if (value == null || (boolean && !value))\n return '';\n return ` ${name}${value === true ? '' : `=${typeof value === 'string' ? JSON.stringify(escape(value)) : `\"${value}\"`}`}`;\n}\nfunction add_classes(classes) {\n return classes ? ` class=\"${classes}\"` : '';\n}\n\nfunction bind(component, name, callback) {\n const index = component.$$.props[name];\n if (index !== undefined) {\n component.$$.bound[index] = callback;\n callback(component.$$.ctx[index]);\n }\n}\nfunction create_component(block) {\n block && block.c();\n}\nfunction claim_component(block, parent_nodes) {\n block && block.l(parent_nodes);\n}\nfunction mount_component(component, target, anchor, customElement) {\n const { fragment, on_mount, on_destroy, after_update } = component.$$;\n fragment && fragment.m(target, anchor);\n if (!customElement) {\n // onMount happens before the initial afterUpdate\n add_render_callback(() => {\n const new_on_destroy = on_mount.map(run).filter(is_function);\n if (on_destroy) {\n on_destroy.push(...new_on_destroy);\n }\n else {\n // Edge case - component was destroyed immediately,\n // most likely as a result of a binding initialising\n run_all(new_on_destroy);\n }\n component.$$.on_mount = [];\n });\n }\n after_update.forEach(add_render_callback);\n}\nfunction destroy_component(component, detaching) {\n const $$ = component.$$;\n if ($$.fragment !== null) {\n run_all($$.on_destroy);\n $$.fragment && $$.fragment.d(detaching);\n // TODO null out other refs, including component.$$ (but need to\n // preserve final state?)\n $$.on_destroy = $$.fragment = null;\n $$.ctx = [];\n }\n}\nfunction make_dirty(component, i) {\n if (component.$$.dirty[0] === -1) {\n dirty_components.push(component);\n schedule_update();\n component.$$.dirty.fill(0);\n }\n component.$$.dirty[(i / 31) | 0] |= (1 << (i % 31));\n}\nfunction init(component, options, instance, create_fragment, not_equal, props, dirty = [-1]) {\n const parent_component = current_component;\n set_current_component(component);\n const $$ = component.$$ = {\n fragment: null,\n ctx: null,\n // state\n props,\n update: noop,\n not_equal,\n bound: blank_object(),\n // lifecycle\n on_mount: [],\n on_destroy: [],\n on_disconnect: [],\n before_update: [],\n after_update: [],\n context: new Map(parent_component ? parent_component.$$.context : options.context || []),\n // everything else\n callbacks: blank_object(),\n dirty,\n skip_bound: false\n };\n let ready = false;\n $$.ctx = instance\n ? instance(component, options.props || {}, (i, ret, ...rest) => {\n const value = rest.length ? rest[0] : ret;\n if ($$.ctx && not_equal($$.ctx[i], $$.ctx[i] = value)) {\n if (!$$.skip_bound && $$.bound[i])\n $$.bound[i](value);\n if (ready)\n make_dirty(component, i);\n }\n return ret;\n })\n : [];\n $$.update();\n ready = true;\n run_all($$.before_update);\n // `false` as a special case of no DOM component\n $$.fragment = create_fragment ? create_fragment($$.ctx) : false;\n if (options.target) {\n if (options.hydrate) {\n const nodes = children(options.target);\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n $$.fragment && $$.fragment.l(nodes);\n nodes.forEach(detach);\n }\n else {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n $$.fragment && $$.fragment.c();\n }\n if (options.intro)\n transition_in(component.$$.fragment);\n mount_component(component, options.target, options.anchor, options.customElement);\n flush();\n }\n set_current_component(parent_component);\n}\nlet SvelteElement;\nif (typeof HTMLElement === 'function') {\n SvelteElement = class extends HTMLElement {\n constructor() {\n super();\n this.attachShadow({ mode: 'open' });\n }\n connectedCallback() {\n const { on_mount } = this.$$;\n this.$$.on_disconnect = on_mount.map(run).filter(is_function);\n // @ts-ignore todo: improve typings\n for (const key in this.$$.slotted) {\n // @ts-ignore todo: improve typings\n this.appendChild(this.$$.slotted[key]);\n }\n }\n attributeChangedCallback(attr, _oldValue, newValue) {\n this[attr] = newValue;\n }\n disconnectedCallback() {\n run_all(this.$$.on_disconnect);\n }\n $destroy() {\n destroy_component(this, 1);\n this.$destroy = noop;\n }\n $on(type, callback) {\n // TODO should this delegate to addEventListener?\n const callbacks = (this.$$.callbacks[type] || (this.$$.callbacks[type] = []));\n callbacks.push(callback);\n return () => {\n const index = callbacks.indexOf(callback);\n if (index !== -1)\n callbacks.splice(index, 1);\n };\n }\n $set($$props) {\n if (this.$$set && !is_empty($$props)) {\n this.$$.skip_bound = true;\n this.$$set($$props);\n this.$$.skip_bound = false;\n }\n }\n };\n}\n/**\n * Base class for Svelte components. Used when dev=false.\n */\nclass SvelteComponent {\n $destroy() {\n destroy_component(this, 1);\n this.$destroy = noop;\n }\n $on(type, callback) {\n const callbacks = (this.$$.callbacks[type] || (this.$$.callbacks[type] = []));\n callbacks.push(callback);\n return () => {\n const index = callbacks.indexOf(callback);\n if (index !== -1)\n callbacks.splice(index, 1);\n };\n }\n $set($$props) {\n if (this.$$set && !is_empty($$props)) {\n this.$$.skip_bound = true;\n this.$$set($$props);\n this.$$.skip_bound = false;\n }\n }\n}\n\nfunction dispatch_dev(type, detail) {\n document.dispatchEvent(custom_event(type, Object.assign({ version: '3.38.2' }, detail)));\n}\nfunction append_dev(target, node) {\n dispatch_dev('SvelteDOMInsert', { target, node });\n append(target, node);\n}\nfunction insert_dev(target, node, anchor) {\n dispatch_dev('SvelteDOMInsert', { target, node, anchor });\n insert(target, node, anchor);\n}\nfunction detach_dev(node) {\n dispatch_dev('SvelteDOMRemove', { node });\n detach(node);\n}\nfunction detach_between_dev(before, after) {\n while (before.nextSibling && before.nextSibling !== after) {\n detach_dev(before.nextSibling);\n }\n}\nfunction detach_before_dev(after) {\n while (after.previousSibling) {\n detach_dev(after.previousSibling);\n }\n}\nfunction detach_after_dev(before) {\n while (before.nextSibling) {\n detach_dev(before.nextSibling);\n }\n}\nfunction listen_dev(node, event, handler, options, has_prevent_default, has_stop_propagation) {\n const modifiers = options === true ? ['capture'] : options ? Array.from(Object.keys(options)) : [];\n if (has_prevent_default)\n modifiers.push('preventDefault');\n if (has_stop_propagation)\n modifiers.push('stopPropagation');\n dispatch_dev('SvelteDOMAddEventListener', { node, event, handler, modifiers });\n const dispose = listen(node, event, handler, options);\n return () => {\n dispatch_dev('SvelteDOMRemoveEventListener', { node, event, handler, modifiers });\n dispose();\n };\n}\nfunction attr_dev(node, attribute, value) {\n attr(node, attribute, value);\n if (value == null)\n dispatch_dev('SvelteDOMRemoveAttribute', { node, attribute });\n else\n dispatch_dev('SvelteDOMSetAttribute', { node, attribute, value });\n}\nfunction prop_dev(node, property, value) {\n node[property] = value;\n dispatch_dev('SvelteDOMSetProperty', { node, property, value });\n}\nfunction dataset_dev(node, property, value) {\n node.dataset[property] = value;\n dispatch_dev('SvelteDOMSetDataset', { node, property, value });\n}\nfunction set_data_dev(text, data) {\n data = '' + data;\n if (text.wholeText === data)\n return;\n dispatch_dev('SvelteDOMSetData', { node: text, data });\n text.data = data;\n}\nfunction validate_each_argument(arg) {\n if (typeof arg !== 'string' && !(arg && typeof arg === 'object' && 'length' in arg)) {\n let msg = '{#each} only iterates over array-like objects.';\n if (typeof Symbol === 'function' && arg && Symbol.iterator in arg) {\n msg += ' You can use a spread to convert this iterable into an array.';\n }\n throw new Error(msg);\n }\n}\nfunction validate_slots(name, slot, keys) {\n for (const slot_key of Object.keys(slot)) {\n if (!~keys.indexOf(slot_key)) {\n console.warn(`<${name}> received an unexpected slot \"${slot_key}\".`);\n }\n }\n}\n/**\n * Base class for Svelte components with some minor dev-enhancements. Used when dev=true.\n */\nclass SvelteComponentDev extends SvelteComponent {\n constructor(options) {\n if (!options || (!options.target && !options.$$inline)) {\n throw new Error(\"'target' is a required option\");\n }\n super();\n }\n $destroy() {\n super.$destroy();\n this.$destroy = () => {\n console.warn('Component was already destroyed'); // eslint-disable-line no-console\n };\n }\n $capture_state() { }\n $inject_state() { }\n}\n/**\n * Base class to create strongly typed Svelte components.\n * This only exists for typing purposes and should be used in `.d.ts` files.\n *\n * ### Example:\n *\n * You have component library on npm called `component-library`, from which\n * you export a component called `MyComponent`. For Svelte+TypeScript users,\n * you want to provide typings. Therefore you create a `index.d.ts`:\n * ```ts\n * import { SvelteComponentTyped } from \"svelte\";\n * export class MyComponent extends SvelteComponentTyped<{foo: string}> {}\n * ```\n * Typing this makes it possible for IDEs like VS Code with the Svelte extension\n * to provide intellisense and to use the component like this in a Svelte file\n * with TypeScript:\n * ```svelte\n * \n * \n * ```\n *\n * #### Why not make this part of `SvelteComponent(Dev)`?\n * Because\n * ```ts\n * class ASubclassOfSvelteComponent extends SvelteComponent<{foo: string}> {}\n * const component: typeof SvelteComponent = ASubclassOfSvelteComponent;\n * ```\n * will throw a type error, so we need to seperate the more strictly typed class.\n */\nclass SvelteComponentTyped extends SvelteComponentDev {\n constructor(options) {\n super(options);\n }\n}\nfunction loop_guard(timeout) {\n const start = Date.now();\n return () => {\n if (Date.now() - start > timeout) {\n throw new Error('Infinite loop detected');\n }\n };\n}\n\nexport { HtmlTag, SvelteComponent, SvelteComponentDev, SvelteComponentTyped, SvelteElement, action_destroyer, add_attribute, add_classes, add_flush_callback, add_location, add_render_callback, add_resize_listener, add_transform, afterUpdate, append, append_dev, assign, attr, attr_dev, attribute_to_object, beforeUpdate, bind, binding_callbacks, blank_object, bubble, check_outros, children, claim_component, claim_element, claim_space, claim_text, clear_loops, component_subscribe, compute_rest_props, compute_slots, createEventDispatcher, create_animation, create_bidirectional_transition, create_component, create_in_transition, create_out_transition, create_slot, create_ssr_component, current_component, custom_event, dataset_dev, debug, destroy_block, destroy_component, destroy_each, detach, detach_after_dev, detach_before_dev, detach_between_dev, detach_dev, dirty_components, dispatch_dev, each, element, element_is, empty, escape, escaped, exclude_internal_props, fix_and_destroy_block, fix_and_outro_and_destroy_block, fix_position, flush, getContext, get_binding_group_value, get_current_component, get_custom_elements_slots, get_slot_changes, get_slot_context, get_spread_object, get_spread_update, get_store_value, globals, group_outros, handle_promise, hasContext, has_prop, identity, init, insert, insert_dev, intros, invalid_attribute_name_character, is_client, is_crossorigin, is_empty, is_function, is_promise, listen, listen_dev, loop, loop_guard, missing_component, mount_component, noop, not_equal, now, null_to_empty, object_without_properties, onDestroy, onMount, once, outro_and_destroy_block, prevent_default, prop_dev, query_selector_all, raf, run, run_all, safe_not_equal, schedule_update, select_multiple_value, select_option, select_options, select_value, self, setContext, set_attributes, set_current_component, set_custom_element_data, set_data, set_data_dev, set_input_type, set_input_value, set_now, set_raf, set_store_value, set_style, set_svg_attributes, space, spread, stop_propagation, subscribe, svg_element, text, tick, time_ranges_to_array, to_number, toggle_class, transition_in, transition_out, update_await_block_branch, update_keyed_each, update_slot, update_slot_spread, validate_component, validate_each_argument, validate_each_keys, validate_slots, validate_store, xlink_attr };\n","import { noop, safe_not_equal, subscribe, run_all, is_function } from '../internal/index.mjs';\nexport { get_store_value as get } from '../internal/index.mjs';\n\nconst subscriber_queue = [];\n/**\n * Creates a `Readable` store that allows reading by subscription.\n * @param value initial value\n * @param {StartStopNotifier}start start and stop notifications for subscriptions\n */\nfunction readable(value, start) {\n return {\n subscribe: writable(value, start).subscribe\n };\n}\n/**\n * Create a `Writable` store that allows both updating and reading by subscription.\n * @param {*=}value initial value\n * @param {StartStopNotifier=}start start and stop notifications for subscriptions\n */\nfunction writable(value, start = noop) {\n let stop;\n const subscribers = [];\n function set(new_value) {\n if (safe_not_equal(value, new_value)) {\n value = new_value;\n if (stop) { // store is ready\n const run_queue = !subscriber_queue.length;\n for (let i = 0; i < subscribers.length; i += 1) {\n const s = subscribers[i];\n s[1]();\n subscriber_queue.push(s, value);\n }\n if (run_queue) {\n for (let i = 0; i < subscriber_queue.length; i += 2) {\n subscriber_queue[i][0](subscriber_queue[i + 1]);\n }\n subscriber_queue.length = 0;\n }\n }\n }\n }\n function update(fn) {\n set(fn(value));\n }\n function subscribe(run, invalidate = noop) {\n const subscriber = [run, invalidate];\n subscribers.push(subscriber);\n if (subscribers.length === 1) {\n stop = start(set) || noop;\n }\n run(value);\n return () => {\n const index = subscribers.indexOf(subscriber);\n if (index !== -1) {\n subscribers.splice(index, 1);\n }\n if (subscribers.length === 0) {\n stop();\n stop = null;\n }\n };\n }\n return { set, update, subscribe };\n}\nfunction derived(stores, fn, initial_value) {\n const single = !Array.isArray(stores);\n const stores_array = single\n ? [stores]\n : stores;\n const auto = fn.length < 2;\n return readable(initial_value, (set) => {\n let inited = false;\n const values = [];\n let pending = 0;\n let cleanup = noop;\n const sync = () => {\n if (pending) {\n return;\n }\n cleanup();\n const result = fn(single ? values[0] : values, set);\n if (auto) {\n set(result);\n }\n else {\n cleanup = is_function(result) ? result : noop;\n }\n };\n const unsubscribers = stores_array.map((store, i) => subscribe(store, (value) => {\n values[i] = value;\n pending &= ~(1 << i);\n if (inited) {\n sync();\n }\n }, () => {\n pending |= (1 << i);\n }));\n inited = true;\n sync();\n return function stop() {\n run_all(unsubscribers);\n cleanup();\n };\n });\n}\n\nexport { derived, readable, writable };\n","import { get, writable } from \"svelte/store\";\nexport default class DimStore {\n static MAX_DIMS = 20;\n static MIN_DIMS = 1;\n store;\n constructor(init) {\n this.store = writable(init);\n }\n currentVal() {\n return get(this.store);\n }\n subscribe(cb) {\n return this.store.subscribe(cb);\n }\n inc() {\n this.set(this.currentVal() + 1);\n }\n dec() {\n this.set(this.currentVal() - 1);\n }\n set(dim) {\n if (dim > DimStore.MAX_DIMS || dim < DimStore.MIN_DIMS) {\n return;\n }\n this.store.set(dim);\n }\n}\n","var NeighbourDirection;\n(function (NeighbourDirection) {\n NeighbourDirection[NeighbourDirection[\"POSX\"] = 0] = \"POSX\";\n NeighbourDirection[NeighbourDirection[\"POSY\"] = 1] = \"POSY\";\n NeighbourDirection[NeighbourDirection[\"POSZ\"] = 2] = \"POSZ\";\n NeighbourDirection[NeighbourDirection[\"NEGX\"] = 3] = \"NEGX\";\n NeighbourDirection[NeighbourDirection[\"NEGY\"] = 4] = \"NEGY\";\n NeighbourDirection[NeighbourDirection[\"NEGZ\"] = 5] = \"NEGZ\";\n})(NeighbourDirection || (NeighbourDirection = {}));\nexport default class VoxelSpaceBigInt {\n dims;\n length;\n space;\n id;\n color;\n constructor(options) {\n if (!options.space) {\n options.space = 0n;\n }\n this.id = options.id;\n this.length = options.dims[0] * options.dims[1] * options.dims[2];\n this.dims = options.dims;\n this.space = BigInt(options.space);\n this.color = options.color ?? \"red\";\n if (options.cullEmpty !== false) {\n this.cullEmptySpace();\n }\n }\n static boolArrayToBigInt(boolArray) {\n let result = 0n;\n for (let i = 0; i < boolArray.length; i++) {\n if (boolArray[i]) {\n result |= BigInt(1 << i);\n }\n }\n return result;\n }\n setColor(color) {\n this.color = color;\n }\n getColor() {\n return this.color;\n }\n binaryRep() {\n return this.space.toString(2);\n }\n getExtrema() {\n const extrema = {\n xMax: 0,\n xMin: this.dims[0],\n yMax: 0,\n yMin: this.dims[1],\n zMax: 0,\n zMin: this.dims[2],\n };\n this.forEachCell((val, x, y, z) => {\n if (val) {\n extrema.xMax = Math.max(extrema.xMax, x);\n extrema.xMin = Math.min(extrema.xMin, x);\n extrema.yMax = Math.max(extrema.yMax, y);\n extrema.yMin = Math.min(extrema.yMin, y);\n extrema.zMax = Math.max(extrema.zMax, z);\n extrema.zMin = Math.min(extrema.zMin, z);\n }\n });\n return extrema;\n }\n cullEmptySpace() {\n const extrema = this.getExtrema();\n let index = 0n;\n let newSpace = 0n;\n for (let x = extrema.xMin; x <= extrema.xMax; x++) {\n for (let y = extrema.yMin; y <= extrema.yMax; y++) {\n for (let z = extrema.zMin; z <= extrema.zMax; z++) {\n if (this.at(x, y, z)) {\n newSpace |= 1n << index;\n }\n index++;\n }\n }\n }\n this.dims[0] = extrema.xMax - extrema.xMin + 1;\n this.dims[1] = extrema.yMax - extrema.yMin + 1;\n this.dims[2] = extrema.zMax - extrema.zMin + 1;\n this.space = newSpace;\n }\n forEachCell(cb) {\n loopStart: for (let x = 0; x < this.dims[0]; x++) {\n for (let y = 0; y < this.dims[1]; y++) {\n for (let z = 0; z < this.dims[2]; z++) {\n if (cb(this.at(x, y, z), x, y, z) === 0) {\n break loopStart;\n }\n }\n }\n }\n }\n getId() {\n return this.id;\n }\n print() {\n let accum = \"\";\n console.log(\"---\");\n for (let i = 0; i < this.dims[0]; i++) {\n for (let j = 0; j < this.dims[1]; j++) {\n for (let k = 0; k < this.dims[2]; k++) {\n accum += this.at(i, j, k) ? '#' : 'O';\n }\n console.log(accum);\n accum = \"\";\n }\n if (i !== this.dims[0] - 1) {\n console.log(\"-\");\n }\n }\n console.log(\"---\");\n }\n getUniqueRotations() {\n const rotations = [];\n const refSpace = this.clone();\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n refSpace.rot90('z');\n VoxelSpaceBigInt.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n return rotations;\n }\n getAllRotations() {\n const rotations = [];\n const refSpace = this.clone();\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n refSpace.rot90('z');\n rotations.push(...refSpace.getAxisSpins('x'));\n return rotations;\n }\n static pushNewUniqueSpaces(existingSpaces, newSpaces) {\n for (const newSpace of newSpaces) {\n let matchFound = false;\n for (const existingSpace of existingSpaces) {\n if (newSpace.matches(existingSpace)) {\n matchFound = true;\n break;\n }\n }\n if (!matchFound) {\n existingSpaces.push(newSpace);\n }\n }\n }\n getAllPositionsInPrism(cubeDimX, cubeDimY, cubeDimZ) {\n const cubePositions = [];\n if (this.dims[0] > cubeDimX || this.dims[1] > cubeDimY || this.dims[2] > cubeDimZ) {\n return cubePositions;\n }\n for (let xOffset = 0; xOffset < (cubeDimX - this.dims[0] + 1); xOffset++) {\n for (let yOffset = 0; yOffset < (cubeDimY - this.dims[1] + 1); yOffset++) {\n for (let zOffset = 0; zOffset < (cubeDimZ - this.dims[2] + 1); zOffset++) {\n const cubePos = new VoxelSpaceBigInt({ id: this.id, dims: [cubeDimX, cubeDimY, cubeDimZ], color: this.color, cullEmpty: false });\n this.forEachCell((val, x, y, z) => {\n cubePos.set(xOffset + x, yOffset + y, zOffset + z, val);\n });\n cubePositions.push(cubePos);\n }\n }\n }\n return cubePositions;\n }\n matches(space) {\n const otherDims = space.getDims();\n for (let i = 0; i < this.dims.length; i++) {\n if (otherDims[i] !== this.dims[i]) {\n return false;\n }\n }\n if (typeof space.getRaw() === \"bigint\") {\n return this.space === space.getRaw();\n }\n else {\n return this.binaryRep() === space.binaryRep();\n }\n }\n clone() {\n return new VoxelSpaceBigInt({ id: this.id, dims: this.getDims(), space: this.getRaw(), color: this.getColor(), cullEmpty: false });\n }\n getAxisSpins(axis) {\n const rotations = [this.clone()];\n for (let i = 0; i < 3; i++) {\n rotations.push(rotations[i].rotated90(axis));\n }\n return rotations;\n }\n getDims() {\n return this.dims.slice();\n }\n getRaw() {\n return this.space;\n }\n // [1, 0, 0] [x] [ x]\n // [0, 0, -1] * [y] = [-z]\n // [0, 1, 0] [z] [ y]\n newIndexRotX(x, y, z) {\n return this.dims[2] * this.dims[1] * x + this.dims[1] * (this.dims[2] - 1 - z) + y;\n }\n // [ 0, 0, 1] [x] [ z]\n // [ 0, 1, 0] * [y] = [ y]\n // [-1, 0, 0] [z] [-x]\n newIndexRotY(x, y, z) {\n return this.dims[1] * this.dims[0] * z + this.dims[0] * y + (this.dims[0] - 1 - x);\n }\n // [0, -1, 0] [x] [-y]\n // [1, 0, 0] * [y] = [ x]\n // [0, 0, 1] [z] [ z]\n newIndexRotZ(x, y, z) {\n return this.dims[0] * this.dims[2] * (this.dims[1] - 1 - y) + this.dims[2] * x + z;\n }\n at(x, y, z) {\n const mask = 1n << BigInt(this.dims[1] * this.dims[2] * x + this.dims[2] * y + z);\n return (this.space & mask) !== 0n;\n }\n toggle(x, y, z) {\n const mask = 1n << BigInt(this.dims[1] * this.dims[2] * x + this.dims[2] * y + z);\n this.space ^= mask;\n }\n set(x, y, z, val) {\n const mask = 1n << BigInt(this.dims[1] * this.dims[2] * x + this.dims[2] * y + z);\n if (val) {\n this.space |= mask;\n }\n else {\n this.space &= ~mask;\n }\n }\n rotated90(dim) {\n let newSpace = 0n;\n let newDims;\n let rotIndex;\n if (dim === 'x') {\n newDims = [this.dims[0], this.dims[2], this.dims[1]];\n rotIndex = this.newIndexRotX.bind(this);\n }\n else if (dim === 'y') {\n newDims = [this.dims[2], this.dims[1], this.dims[0]];\n rotIndex = this.newIndexRotY.bind(this);\n }\n else {\n newDims = [this.dims[1], this.dims[0], this.dims[2]];\n rotIndex = this.newIndexRotZ.bind(this);\n }\n this.forEachCell((val, i, j, k) => {\n if (val) {\n newSpace |= BigInt(1 << rotIndex(i, j, k));\n }\n });\n return new VoxelSpaceBigInt({ id: this.id, dims: newDims, space: newSpace, color: this.color, cullEmpty: false });\n }\n rot90(dim) {\n const rot = this.rotated90(dim);\n this.space = rot.getRaw();\n this.dims = rot.getDims();\n }\n plus(space) {\n const otherSpace = space.getRaw();\n if ((this.space | otherSpace) === (this.space ^ otherSpace)) {\n return new VoxelSpaceBigInt({ id: this.id, dims: this.getDims(), space: otherSpace | this.space, color: this.color, cullEmpty: false });\n }\n return null;\n }\n size() {\n let size = 0;\n this.forEachCell((val) => {\n if (val) {\n size++;\n }\n });\n return size;\n }\n getDirectNeighbourProfile(x, y, z) {\n let result = 0;\n if (x < this.dims[0] - 1 && this.at(x + 1, y, z)) {\n result += 1;\n }\n if (y < this.dims[1] - 1 && this.at(x, y + 1, z)) {\n result += 2;\n }\n if (z < this.dims[2] - 1 && this.at(x, y, z + 1)) {\n result += 4;\n }\n if (x > 0 && this.at(x - 1, y, z)) {\n result += 8;\n }\n if (y > 0 && this.at(x, y - 1, z)) {\n result += 16;\n }\n if (z > 0 && this.at(x, y, z - 1)) {\n result += 32;\n }\n return result;\n }\n getAllPermutationsInPrism(prismDimX, prismDimY, prismDimZ) {\n const rotations = this.getUniqueRotations();\n let result = new Array();\n for (let i = 0; i < rotations.length; i++) {\n result = result.concat(rotations[i].getAllPositionsInPrism(prismDimX, prismDimY, prismDimZ));\n }\n return result;\n }\n}\n","function hslToRgb(hslStr) {\n const opt = new Option();\n opt.style.color = hslStr;\n return opt.style.color;\n}\nfunction rgbToHex(rgbStr) {\n const sep = rgbStr.indexOf(\",\") > -1 ? \",\" : \" \";\n const rgb = rgbStr.substr(4).split(\")\")[0].split(sep);\n const r = (+rgb[0]).toString(16).padStart(2, \"0\");\n const g = (+rgb[1]).toString(16).padStart(2, \"0\");\n const b = (+rgb[2]).toString(16).padStart(2, \"0\");\n return \"#\" + r + g + b;\n}\nexport function colorFromIndex(index) {\n const colorWheelCycle = Math.floor(index / 6);\n const darknessCycle = Math.floor(index / 12);\n const spacing = (360 / 6);\n const offset = colorWheelCycle === 0 ? 0 : spacing / (colorWheelCycle + 2);\n let hue = spacing * (index % 6) + offset;\n const saturation = 100;\n const lightness = 1 / (2 + darknessCycle) * 100;\n return rgbToHex(hslToRgb(`hsl(${hue},${saturation}%,${Math.round(lightness)}%)`));\n}\n","import VoxelSpaceBigInt from \"../VoxelSpaceBigInt\";\nimport { get, writable } from \"svelte/store\";\nimport { colorFromIndex } from \"../utils\";\nexport default class PolycubeStore {\n store;\n dimX;\n dimY;\n dimZ;\n selectedCube;\n constructor(dimX, dimY, dimZ) {\n this.selectedCube = writable(0);\n this.dimX = dimX;\n this.dimY = dimY;\n this.dimZ = dimZ;\n this.store = writable([this.freshCube(0)]);\n this.dimX.subscribe(() => this.reset());\n this.dimY.subscribe(() => this.reset());\n this.dimZ.subscribe(() => this.reset());\n }\n freshCube(id) {\n return new VoxelSpaceBigInt({\n id: id,\n dims: [this.dimX.currentVal(), this.dimY.currentVal(), this.dimZ.currentVal()],\n color: colorFromIndex(id),\n cullEmpty: false\n });\n }\n volume() {\n return this.dimX.currentVal() * this.dimY.currentVal() * this.dimZ.currentVal();\n }\n isMaxPolycubes() {\n return this.currentVal().length >= this.volume();\n }\n isMinPolycubes() {\n return this.currentVal().length <= 1;\n }\n getSelectedCube() {\n return get(this.selectedCube);\n }\n selected() {\n return this.selectedCube;\n }\n currentVal() {\n return get(this.store);\n }\n subscribe(cb) {\n return this.store.subscribe(cb);\n }\n setColor(cubeIndex, color) {\n const cubes = this.currentVal();\n cubes[cubeIndex].setColor(color);\n this.store.set(cubes);\n }\n addCube() {\n if (!this.isMaxPolycubes()) {\n this.store.update((polycubes) => polycubes.concat(this.freshCube(polycubes.length)));\n }\n }\n removeCube() {\n if (!this.isMinPolycubes()) {\n this.store.update((polycubes) => polycubes.splice(0, polycubes.length - 1));\n }\n const newLength = this.currentVal().length;\n if (newLength <= this.getSelectedCube()) {\n this.selectedCube.set(newLength - 1);\n }\n }\n toggle(cubeIndex, x, y, z) {\n const cubes = this.currentVal();\n cubes[cubeIndex].toggle(x, y, z);\n this.store.set(cubes);\n }\n set(cubeIndex, val, x, y, z) {\n const cubes = this.currentVal();\n cubes[cubeIndex].set(x, y, z, val);\n this.store.set(cubes);\n }\n reset() {\n this.store.update((polycubes) => {\n const result = [];\n for (let i = 0; i < Math.min(polycubes.length, this.volume()); i++) {\n result.push(this.freshCube(i));\n }\n return result;\n });\n }\n setCubes(cubes) {\n let lastDims = cubes[0].getDims();\n for (const cube of cubes) {\n const dimsMatch = !cube.getDims().some((dim, i) => lastDims[i] !== dim);\n if (!dimsMatch) {\n throw new Error(\"Error setting cubes: not all dimensions match.\");\n }\n }\n this.dimX.set(lastDims[0]);\n this.dimY.set(lastDims[1]);\n this.dimZ.set(lastDims[2]);\n this.store.set(cubes);\n this.selectedCube.set(0);\n }\n}\n","import { derived, writable } from 'svelte/store';\nimport DimStore from \"./stores/DimStore\";\nimport PolycubeStore from \"./stores/PolycubeStore\";\nexport const somaDimX = new DimStore(3);\nexport const somaDimY = new DimStore(3);\nexport const somaDimZ = new DimStore(3);\nexport const totalVolume = derived([somaDimX, somaDimY, somaDimZ], ([$dimX, $dimY, $dimZ]) => $dimX * $dimY * $dimZ);\nexport const polycubes = new PolycubeStore(somaDimX, somaDimY, somaDimZ);\nexport const solving = writable(false);\nexport const debug = writable(false);\nexport const solutions = writable([]);\nexport const activeSolution = writable(null);\nexport const showingSolution = writable(false);\nexport const isMaxPolycubes = derived([polycubes, totalVolume], ([$cubes, $vol]) => $cubes.length >= $vol);\nexport const isMinPolycubes = derived(polycubes, ($polycubes) => $polycubes.length <= 1);\nconst builtInExamples = [\n {\n name: \"Standard Soma Cube\",\n dimX: 3,\n dimY: 3,\n dimZ: 3,\n cubes: [\n { space: 23n, color: \"#ff0000\" },\n { space: 30n, color: \"#ffff00\" },\n { space: 15n, color: \"#00ff00\" },\n { space: 8344n, color: \"#00ffff\" },\n { space: 9240n, color: \"#0000ff\" },\n { space: 4632n, color: \"#ff00ff\" },\n { space: 152n, color: \"#ff5500\" },\n ],\n },\n {\n name: \"Convolution TG 5850 (4x4x4)\",\n dimX: 4,\n dimY: 4,\n dimZ: 4,\n cubes: [\n { space: 12651033568030492808n, color: \"#ff0000\" },\n { space: 1123868011502010368n, color: \"#ffff00\" },\n { space: 124314703626304n, color: \"#00ff00\" },\n { space: 263883079155712n, color: \"#00ffff\" },\n { space: 3952148496n, color: \"#0000ff\" },\n { space: 166723584n, color: \"#ff00ff\" },\n { space: 1048576n, color: \"#ff5500\" },\n ],\n },\n {\n name: \"3x3x4, 7 Pieces\",\n dimX: 3,\n dimY: 3,\n dimZ: 4,\n cubes: [\n { space: 244n, color: \"#ff0000\" },\n { space: 625n, color: \"#ffff00\" },\n { space: 140080n, color: \"#00ff00\" },\n { space: 31n, color: \"#00ffff\" },\n { space: 738n, color: \"#0000ff\" },\n { space: 537002290n, color: \"#ff00ff\" },\n { space: 275n, color: \"#ff5500\" },\n ],\n },\n {\n name: \"3x3x3, 7 Pieces\",\n dimX: 3,\n dimY: 3,\n dimZ: 3,\n cubes: [\n { space: 23n, color: \"#ff0000\" },\n { space: 47n, color: \"#ffff00\" },\n { space: 474n, color: \"#00ff00\" },\n { space: 8n, color: \"#00ffff\" },\n { space: 24n, color: \"#0000ff\" },\n { space: 316n, color: \"#ff00ff\" },\n { space: 23n, color: \"#ff5500\" },\n ],\n },\n {\n name: \"3x3x3, 6 Pieces\",\n dimX: 3,\n dimY: 3,\n dimZ: 3,\n cubes: [\n { space: 58n, color: \"#ff0000\" },\n { space: 29712n, color: \"#ffff00\" },\n { space: 29216n, color: \"#00ff00\" },\n { space: 30n, color: \"#00ffff\" },\n { space: 15364n, color: \"#0000ff\" },\n { space: 536871032n, color: \"#ff00ff\" },\n ],\n },\n {\n name: \"3x3x3, 5 Pieces\",\n dimX: 3,\n dimY: 3,\n dimZ: 3,\n cubes: [\n { space: 376n, color: \"#ff0000\" },\n { space: 2428n, color: \"#ffff00\" },\n { space: 28960n, color: \"#00ff00\" },\n { space: 48136n, color: \"#00ffff\" },\n { space: 120n, color: \"#0000ff\" },\n ],\n },\n];\nexport const examples = writable(builtInExamples.concat(deserealiseSaves()));\nfunction deserealiseSaves() {\n return localStorage.getItem(\"saves\")?.split(\"@\").map(save => JSON.parse(save)) ?? [];\n}\nfunction serialiseCurrentInput() {\n return {\n name: \"\",\n dimX: somaDimX.currentVal(),\n dimY: somaDimY.currentVal(),\n dimZ: somaDimZ.currentVal(),\n cubes: polycubes.currentVal().map(cube => ({ space: cube.getRaw().toString(), color: cube.getColor() })),\n };\n}\nexport function save(name) {\n const save = serialiseCurrentInput();\n save.name = name;\n const saveString = JSON.stringify(save);\n let oldSaves = localStorage.getItem(\"saves\");\n if (oldSaves !== null) {\n oldSaves += \"@\";\n }\n else {\n oldSaves = \"\";\n }\n localStorage.setItem(\"saves\", oldSaves + saveString);\n examples.update(examples => examples.concat(save));\n}\n","\n\n
\n
    \n {#if items.length === 0}\n
  • {defaultText}
  • \n {/if}\n {#each items as item, i}\n
  • onClick(i)}>\n {item}\n
  • \n {/each}\n
\n
\n\n","\n\n
\n `Solution ${i + 1}`)}\n defaultText=\"No solutions yet...\"\n onClick={(i) => selectSolution(i)}\n />\n
\n\n","\n\n
\n {#if title !== \"\"}\n

{title}

\n {/if}\n
\n \n

{val}

\n \n
\n
\n\n","\n\n
\n

Dimensions:

\n = PolycubeStore.MAX_DIMS}\"\n up=\"{() => somaDimX.set($somaDimX + 1)}\"\n downDisabled=\"{$somaDimX <= PolycubeStore.MIN_DIMS}\"\n down=\"{() => somaDimX.set($somaDimX - 1)}\"\n />\n = PolycubeStore.MAX_DIMS}\"\n up=\"{() => somaDimY.set($somaDimY + 1)}\"\n downDisabled=\"{$somaDimY <= PolycubeStore.MIN_DIMS}\"\n down=\"{() => somaDimY.set($somaDimY - 1)}\"\n />\n = PolycubeStore.MAX_DIMS}\"\n up=\"{() => somaDimZ.set($somaDimZ + 1)}\"\n downDisabled=\"{$somaDimZ <= PolycubeStore.MIN_DIMS}\"\n down=\"{() => somaDimZ.set($somaDimZ - 1)}\"\n />\n
\n\n
\n

Cubes:

\n polycubes.removeCube()}\"\n downDisabled=\"{$isMinPolycubes}\"\n up=\"{() => polycubes.addCube()}\"\n upDisabled=\"{$isMaxPolycubes}\"\n val=\"{numCubes}\"\n />\n
\n\n","\n\n\n {text}\n\n\n","\n\n
\n example.name)}\"\n activeItem={lastClickedExample}\n onClick={(i) => hydrateExample(i)}\n />\n
\n
\n save(currentName)}\n text={\"Save as...\"}\n disabled={untouchedInput}/>\n \n
\n\n","\n\n
\n {#each Object.keys(tabs) as key}\n
selectedTab = key}\">{key}
\n {/each}\n
\n
\n \n
\n\n","export default class SomaSolution {\n solutionSpaces;\n dimX;\n dimY;\n dimZ;\n constructor(dimX, dimY, dimZ) {\n this.dimX = dimX;\n this.dimY = dimY;\n this.dimZ = dimZ;\n this.solutionSpaces = [];\n }\n static filterUnique(solutions) {\n if (solutions.length === 0) {\n return [];\n }\n const uniqueSolns = [solutions[0]];\n for (const solution of solutions) {\n let foundMatch = false;\n for (const rotation of solution.getRotations()) {\n let end = uniqueSolns.length;\n for (let i = 0; i < end; i++) {\n if (rotation.matches(uniqueSolns[i])) {\n foundMatch = true;\n }\n }\n }\n if (!foundMatch) {\n uniqueSolns.push(solution);\n }\n }\n return uniqueSolns;\n }\n getRotations() {\n if (this.solutionSpaces.length === 0) {\n return [];\n }\n const result = [];\n const allRots = this.solutionSpaces.map(space => space.getAllRotations());\n for (let i = 0; i < allRots[0].length; i++) {\n const solnRot = new SomaSolution(this.dimX, this.dimY, this.dimZ);\n allRots.forEach(rotGroup => solnRot.addSpace(rotGroup[i]));\n result.push(solnRot);\n }\n return result;\n }\n matches(solution) {\n for (let i = 0; i < this.solutionSpaces.length; i++) {\n if (!this.solutionSpaces[i].matches(solution.solutionSpaces[i])) {\n return false;\n }\n }\n return true;\n }\n addSpace(space) {\n this.solutionSpaces.push(space);\n }\n print() {\n let accum = \"\";\n console.log(\"---\");\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n for (const space of this.solutionSpaces) {\n if (space.at(x, y, z)) {\n accum += space.getId();\n }\n }\n }\n console.log(accum);\n accum = \"\";\n }\n if (x !== this.dimX - 1) {\n console.log(\"-\");\n }\n }\n console.log(\"---\");\n }\n at(x, y, z) {\n for (const space of this.solutionSpaces) {\n if (space.at(x, y, z)) {\n return space.getId();\n }\n }\n return 0;\n }\n clone() {\n const clone = new SomaSolution(this.dimX, this.dimY, this.dimZ);\n clone.solutionSpaces = this.solutionSpaces.slice();\n return clone;\n }\n getDims() {\n return [this.dimX, this.dimY, this.dimZ];\n }\n forEachCell(cb) {\n loopStart: for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n cb(this.at(x, y, z), x, y, z);\n }\n }\n }\n }\n getPieces() {\n return this.solutionSpaces.slice();\n }\n}\n","import SomaSolution from \"./SomaSolution\";\nimport { get } from \"svelte/store\";\nimport VoxelSpaceBigInt from \"./VoxelSpaceBigInt\";\nimport { activeSolution, polycubes, showingSolution, solutions, solving, somaDimX, somaDimY, somaDimZ, totalVolume } from \"./store\";\nconst worker = new Worker('./worker.js', { type: 'module' });\nasync function respondWasm(event) {\n solutions.set(event.data.map((wasmSolution) => {\n const solnObj = new SomaSolution(somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal());\n const spaceReps = wasmSolution.split(\",\");\n for (let i = 0; i < spaceReps.length; i++) {\n solnObj.addSpace(new VoxelSpaceBigInt({\n id: i,\n dims: [somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal()],\n space: BigInt(parseInt(spaceReps[i])),\n color: get(polycubes)[i].getColor(),\n cullEmpty: false,\n }));\n }\n return solnObj;\n }));\n if (event.data.length > 0) {\n activeSolution.set(0);\n showingSolution.set(true);\n }\n else {\n showingSolution.set(false);\n activeSolution.set(null);\n }\n solving.set(false);\n}\nfunction respondJs(event) {\n solutions.set(event.data.solns.map(solnSpaces => {\n const solnObj = new SomaSolution(somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal());\n for (let i = 0; i < solnSpaces.length; i++) {\n solnObj.addSpace(new VoxelSpaceBigInt({\n id: i,\n dims: [somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal()],\n space: BigInt(`0b${solnSpaces[i]}`),\n color: get(polycubes)[i].getColor(),\n cullEmpty: false,\n }));\n }\n return solnObj;\n }));\n if (event.data.length > 0) {\n activeSolution.set(0);\n showingSolution.set(true);\n }\n else {\n showingSolution.set(false);\n activeSolution.set(null);\n }\n solving.set(false);\n}\nexport function solve() {\n const doWasm = get(totalVolume) <= 32;\n let inputCubes;\n if (doWasm) {\n worker.onmessage = (e) => respondWasm(e);\n }\n else {\n worker.onmessage = (e) => respondJs(e);\n }\n inputCubes = polycubes.currentVal().map(cubeInput => cubeInput.getRaw());\n solving.set(true);\n worker.postMessage({\n type: doWasm ? 'wasm' : 'js',\n polycubes: inputCubes,\n dimX: somaDimX.currentVal(),\n dimY: somaDimY.currentVal(),\n dimZ: somaDimZ.currentVal()\n });\n}\n// async function solveSync() {\n// const solver = new SomaSolver(somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal());\n// function showSolutionWaitUserFeedback(soln: SomaSolution) {\n// activeSolution.set(0);\n// solutions.set([soln]);\n// showingSolution.set(true);\n// return new Promise((resolve) => {\n// const callback = (e: KeyboardEvent) => {\n// resolve();\n// window.removeEventListener(\"keydown\", callback);\n// };\n// window.addEventListener(\"keydown\", callback);\n// });\n// }\n// solver.setDebug({\n// showSoln(soln: SomaSolution) {\n// return showSolutionWaitUserFeedback(soln);\n// },\n// showSpace(cube: VoxelSpaceBoolean) {\n// const testSoln = new SomaSolution(somaDimX.currentVal(), somaDimY.currentVal(), somaDimZ.currentVal());\n// testSoln.addSpace(cube);\n// return showSolutionWaitUserFeedback(testSoln);\n// }\n// });\n// solving.set(true);\n// await solver.solve(polycubes.currentVal().map(cubeInput => new VoxelSpaceBoolean({\n// id: cubeInput.getId(),\n// dims: cubeInput.getDims(),\n// space: cubeInput.getRaw(),\n// color: cubeInput.getColor(),\n// cullEmpty: true\n// })));\n// const solns = solver.getSolutions();\n//\n// if (solns.length > 0) {\n// activeSolution.set(0);\n// solutions.set(solns);\n// showingSolution.set(true);\n// } else {\n// showingSolution.set(false);\n// activeSolution.set(null);\n// }\n// solving.set(false);\n// }\n","\n\n
\n
\n \n
\n {#if $totalVolume > 32}\n

The total number of units exceeds 32. Attempting to solve puzzles with more than 32 units results in significantly slower computation time.

\n {/if}\n
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Somaesque

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Solutions: {$solutions.length}

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\n \" : \"<\"} onClick={() => {hidden = !hidden}}/>\n
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\n\n","/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '128';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\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 = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\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// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toUpperCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidian 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 to range \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\t } else {\n\n\t\treturn 0;\n\n\t\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 interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from 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 % 2147483647;\n\n\t// Park-Miller algorithm\n\n\t_seed = _seed * 16807 % 2147483647;\n\n\treturn ( _seed - 1 ) / 2147483646;\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\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\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 = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\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}\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\t\tthis.texture.image.depth = 1;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\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, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$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\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$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.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$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\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$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\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = new /*@__PURE__*/ Vector3();\nconst _q1 = new /*@__PURE__*/ Quaternion();\nconst _m1$1 = new /*@__PURE__*/ Matrix4();\nconst _target = new /*@__PURE__*/ Vector3();\n\nconst _position$3 = new /*@__PURE__*/ Vector3();\nconst _scale$2 = new /*@__PURE__*/ Vector3();\nconst _quaternion$2 = new /*@__PURE__*/ Quaternion();\n\nconst _xAxis = new /*@__PURE__*/ Vector3( 1, 0, 0 );\nconst _yAxis = new /*@__PURE__*/ Vector3( 0, 1, 0 );\nconst _zAxis = new /*@__PURE__*/ 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\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DefaultUp.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender() {}\n\tonAfterRender() {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast() {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype.isObject3D = true;\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2$1.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$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\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.alphaToCoverage = false;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBuild: function ( /* shaderobject, renderer */ ) {},\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\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.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = 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\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = new /*@__PURE__*/ Vector3();\nconst _vector2 = new /*@__PURE__*/ Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized === true;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.onUploadCallback = function () {};\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tcopyColorsArray( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector2sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector3sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector4sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2.fromBufferAttribute( this, i );\n\t\t\t\t_vector2.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2.x, _vector2.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.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( 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.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( 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.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\nBufferAttribute.prototype.isBufferAttribute = true;\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}\n\n}\n\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\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\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = new /*@__PURE__*/ Matrix4();\nconst _obj = new /*@__PURE__*/ Object3D();\nconst _offset = new /*@__PURE__*/ Vector3();\nconst _box$1 = new /*@__PURE__*/ Box3();\nconst _boxMorphTargets = new /*@__PURE__*/ Box3();\nconst _vector$8 = new /*@__PURE__*/ Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\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 ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( 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\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeFaceNormals() {\n\n\t\t// backwards compatibility\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 ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tmerge( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t}\n\n\tcopy( 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\nBufferGeometry.prototype.isBufferGeometry = true;\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _tempB = /*@__PURE__*/ new Vector3();\nconst _tempC = /*@__PURE__*/ new Vector3();\n\nconst _morphA = /*@__PURE__*/ new Vector3();\nconst _morphB = /*@__PURE__*/ new Vector3();\nconst _morphC = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.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 ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n}\n\nMesh.prototype.isMesh = true;\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh && material.skinning ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\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.skinning = false; // set to use skinning attribute streams\n\t\tthis.morphTargets = false; // set to use morph targets\n\t\tthis.morphNormals = false; // set to use morph normals\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\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.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.skinning = source.skinning;\n\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( 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\nCamera.prototype.isCamera = true;\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.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nPerspectiveCamera.prototype.isPerspectiveCamera = true;\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t\t//\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\t\tthis._needsFlipEnvMap = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#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; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\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 / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 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 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#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'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _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_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\tconst currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// 36009 is equivalent to 36160\n\n\t\t\t\tif ( target === 36009 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36160 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === 36160 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36009 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? 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, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\ttextureProperties.__version = texture.version;\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\t\tconst state = renderer.state;\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\n\t\tlet pose = null;\n\n\t\tconst controllers = [];\n\t\tconst inputSourcesMap = new Map();\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraVR = new ArrayCamera();\n\t\tcameraVR.layers.enable( 1 );\n\t\tcameraVR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.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 controller = inputSourcesMap.get( event.inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\t\tcontroller.disconnect( inputSource );\n\n\t\t\t} );\n\n\t\t\tinputSourcesMap.clear();\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\tstate.bindXRFramebuffer( null );\n\t\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn referenceSpace;\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\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\tconst attributes = gl.getContextAttributes();\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\tconst layerInit = {\n\t\t\t\t\tantialias: attributes.antialias,\n\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t};\n\n\t\t\t\t// eslint-disable-next-line no-undef\n\t\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\t// Assign inputSources to available controllers\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t\t}\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 controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\t\tinputSourcesMap.delete( 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\t\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.getCamera = function ( camera ) {\n\n\t\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\t\tdepthFar: cameraVR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraVR.cameras;\n\n\t\t\tupdateCamera( cameraVR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update camera and its children\n\n\t\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\t\tconst children = camera.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\treturn cameraVR;\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( referenceSpace );\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\t\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\t\tstate.bindXRFramebuffer( baseLayer.framebuffer );\n\n\t\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\t\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst controller = controllers[ i ];\n\t\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\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( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBuild( parameters, _this );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst { width, height, data } = srcTexture.image;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\t_gl.pixelStorei( 3314, width );\n\t\t_gl.pixelStorei( 32878, height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\t_gl.texSubImage3D(\n\t\t\tglTarget,\n\t\t\tlevel,\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsourceBox.max.x - sourceBox.min.x + 1,\n\t\t\tsourceBox.max.y - sourceBox.min.y + 1,\n\t\t\tsourceBox.max.z - sourceBox.min.z + 1,\n\t\t\tglFormat,\n\t\t\tglType,\n\t\t\tdata\n\t\t);\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.onUploadCallback = function () {};\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( 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.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nInterleavedBuffer.prototype.isInterleavedBuffer = true;\n\nconst _vector$6 = new /*@__PURE__*/ Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized ) {\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized === true;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.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.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nInterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = 'attached';\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t}\n\n\tbind( 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.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tboneTransform( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nSkinnedMesh.prototype.isSkinnedMesh = true;\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nBone.prototype.isBone = true;\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = /*@__PURE__*/ new Mesh();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\n\t\tthis.count = count;\n\n\t\tthis.frustumCulled = false;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( 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\nInstancedMesh.prototype.isInstancedMesh = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$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.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 ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( 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\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst 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, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nLine.prototype.isLine = true;\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.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineSegments.prototype.isLineSegments = true;\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.morphTargets = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.morphTargets = source.morphTargets;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = /*@__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.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 ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( 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\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst 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 ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\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( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nPoints.prototype.isPoints = true;\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.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\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: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nclass ParametricGeometry extends BufferGeometry {\n\n\tconstructor( func, slices, stacks ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ParametricGeometry';\n\n\t\tthis.parameters = {\n\t\t\tfunc: func,\n\t\t\tslices: slices,\n\t\t\tstacks: stacks\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\tconst EPS = 0.00001;\n\n\t\tconst normal = new Vector3();\n\n\t\tconst p0 = new Vector3(), p1 = new Vector3();\n\t\tconst pu = new Vector3(), pv = new Vector3();\n\n\t\tif ( func.length < 3 ) {\n\n\t\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t\t}\n\n\t\t// generate vertices, normals and uvs\n\n\t\tconst sliceCount = slices + 1;\n\n\t\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\t\tconst v = i / stacks;\n\n\t\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\t\tconst u = j / slices;\n\n\t\t\t\t// vertex\n\n\t\t\t\tfunc( u, v, p0 );\n\t\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t\t// normal\n\n\t\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t\t}\n\n\t\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\t\tnormal.crossVectors( pu, pv ).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, v );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\t\tconst a = i * sliceCount + j;\n\t\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t\t// faces one and two\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\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 = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\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.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.vertexTangents = false;\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.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.vertexTangents = source.vertexTangents;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\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.clearcoat = 0.0;\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.reflectivity = 0.5; // maps to F0 = 0.04\n\n\t\tObject.defineProperty( this, 'ior', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t\t},\n\t\t\tset: function ( ior ) {\n\n\t\t\t\tthis.reflectivity = clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.sheen = null; // null will disable sheen bsdf\n\n\t\tthis.transmission = 0.0;\n\t\tthis.transmissionMap = null;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.reflectivity = source.reflectivity;\n\n\t\tif ( source.sheen ) {\n\n\t\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t\t} else {\n\n\t\t\tthis.sheen = null;\n\n\t\t}\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: ,\n *\n * flatShading: \n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n *\n * flatShading: \n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.skinning = false;\n\t\tthis.morphTargets = false;\n\t\tthis.morphNormals = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.skinning = source.skinning;\n\t\tthis.morphTargets = source.morphTargets;\n\t\tthis.morphNormals = source.morphNormals;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\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.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\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// ALIAS DEFINITIONS\n\nInterpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;\nInterpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;\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 preceeding\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 = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\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 = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\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 = new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nconst loading = {};\n\nclass 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 scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t}\n\n\tsetResponseType( 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 = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\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\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$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\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.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\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__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._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\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// intensity = power per solid angle.\n\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = 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\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\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\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\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.substr( 0, index + 1 );\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nInstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute ) {\n\n\t\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\t\tmeshPerAttribute = normalized;\n\n\t\t\tnormalized = false;\n\n\t\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t\t}\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.meshPerAttribute = meshPerAttribute || 1;\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()\t{\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\nInstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\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 BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new BufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nImageBitmapLoader.prototype.isImageBitmapLoader = true;\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__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\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\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'\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' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\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 || 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.node[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\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.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\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.meshPerAttribute = meshPerAttribute || 1;\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\nInstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\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\nGLBufferAttribute.prototype.isGLBufferAttribute = true;\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 && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tintersectObject( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( 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.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\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass ImmediateRenderObject extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.material = material;\n\t\tthis.render = function ( /* renderCallback */ ) {};\n\n\t\tthis.hasPositions = false;\n\t\tthis.hasNormals = false;\n\t\tthis.hasColors = false;\n\t\tthis.hasUvs = false;\n\n\t\tthis.positionArray = null;\n\t\tthis.normalArray = null;\n\t\tthis.colorArray = null;\n\t\tthis.uvArray = null;\n\n\t\tthis.count = 0;\n\n\t}\n\n}\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$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.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$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\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nclass DataUtils {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\tstatic toHalfFloat( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","import \"three\";\nexport default class RotationControls {\n static ROTATION_FACTOR = 1 / 200;\n object;\n element;\n dragging = false;\n flyingEnabled = true;\n lastX = 0;\n lastY = 0;\n yAxis;\n xAxis;\n start;\n fliables;\n hovered = false;\n scrolling = false;\n lastTouch = { x: 0, y: 0 };\n lastScroll1 = { x: 0, y: 0 };\n lastScroll2 = { x: 0, y: 0 };\n constructor(object, fliables, camera, element) {\n this.object = object;\n this.fliables = fliables;\n this.element = element;\n this.yAxis = object.worldToLocal(camera.up);\n this.xAxis = object.position.sub(camera.position);\n this.xAxis.divideScalar(Math.sqrt(this.xAxis.getComponent(0) ** 2 + this.xAxis.getComponent(1) ** 2 + this.xAxis.getComponent(2) ** 2));\n this.xAxis = this.xAxis.clone().cross(this.yAxis.clone());\n this.start = this.object.rotation.clone();\n this.element.addEventListener('touchstart', (ev) => this.handleTouchStart(ev));\n this.element.addEventListener(\"touchcancel\", (ev) => this.handleTouchEnd(ev));\n window.addEventListener('touchmove', (ev) => this.handleTouchMove(ev));\n window.addEventListener('touchend', (ev) => this.handleTouchEnd(ev));\n this.element.addEventListener('wheel', (ev) => this.handleScroll(ev));\n this.element.addEventListener('mouseover', () => this.hovered = true);\n this.element.addEventListener('mouseout', () => this.hovered = false);\n this.element.addEventListener('mousedown', (ev) => this.handleMouseDown(ev));\n window.addEventListener('mousemove', (ev) => this.handleMove(ev));\n window.addEventListener('mouseup', () => this.dragging = false);\n }\n handleMouseDown(event) {\n if (event.button === 1) {\n this.object.setRotationFromEuler(this.start);\n }\n if (!this.dragging) {\n this.lastX = event.x;\n this.lastY = event.y;\n this.dragging = true;\n }\n }\n handleMove(event) {\n if (this.dragging) {\n const xDiff = event.movementX * RotationControls.ROTATION_FACTOR;\n const yDiff = event.movementY * RotationControls.ROTATION_FACTOR;\n this.object.rotateOnAxis(this.yAxis, xDiff);\n this.object.rotateOnWorldAxis(this.xAxis, yDiff);\n }\n }\n handleScroll(event) {\n if (this.flyingEnabled && this.hovered) {\n for (const fliable of this.fliables) {\n const direction = event.deltaY / Math.abs(event.deltaY);\n fliable.flyBy(direction / 10);\n }\n }\n }\n handleTouchMove(event) {\n if (this.dragging) {\n const newTouchX = event.touches.item(0).clientX;\n const newTouchY = event.touches.item(0).clientY;\n const touchDiffX = newTouchX - this.lastTouch.x;\n const touchDiffY = newTouchY - this.lastTouch.y;\n const xDiff = touchDiffX * RotationControls.ROTATION_FACTOR;\n const yDiff = touchDiffY * RotationControls.ROTATION_FACTOR;\n this.object.rotateOnAxis(this.yAxis, xDiff);\n this.object.rotateOnWorldAxis(this.xAxis, yDiff);\n this.lastTouch.x = newTouchX;\n this.lastTouch.y = newTouchY;\n }\n else if (this.scrolling) {\n if (this.flyingEnabled && this.hovered) {\n const newTouchX1 = event.touches.item(0).clientX;\n const newTouchX2 = event.touches.item(1).clientX;\n const newTouchY1 = event.touches.item(0).clientY;\n const newTouchY2 = event.touches.item(1).clientY;\n const lastDist = Math.sqrt((this.lastScroll1.x - this.lastScroll2.x) ** 2 + (this.lastScroll1.y - this.lastScroll2.y) ** 2);\n const newDist = Math.sqrt((newTouchX1 - newTouchX2) ** 2 + (newTouchY1 - newTouchY2) ** 2);\n const delta = newDist - lastDist;\n for (const fliable of this.fliables) {\n const direction = delta / Math.abs(delta);\n fliable.flyBy(direction / 10);\n }\n }\n }\n }\n handleTouchStart(event) {\n if (event.touches.length === 1) {\n this.lastTouch.x = event.touches.item(0).clientX;\n this.lastTouch.y = event.touches.item(0).clientY;\n this.dragging = true;\n }\n else if (event.touches.length === 2) {\n this.lastScroll1.x = event.touches.item(0).clientX;\n this.lastScroll1.y = event.touches.item(0).clientY;\n this.lastScroll2.x = event.touches.item(1).clientX;\n this.lastScroll2.y = event.touches.item(1).clientY;\n this.scrolling = true;\n }\n this.hovered = true;\n }\n handleTouchEnd(event) {\n this.dragging = false;\n this.scrolling = false;\n this.hovered = false;\n }\n enableFly() {\n this.flyingEnabled = true;\n }\n disableFly() {\n this.flyingEnabled = false;\n }\n static isMesh(object) {\n return object.isMesh;\n }\n}\n","import * as THREE from \"three\";\nexport default class PolycubeMesh {\n static geometryManager;\n group;\n meshes = [];\n currentPolycube = [];\n material;\n numActiveCubes = 0;\n flyDirection = new THREE.Vector3();\n constructor(polycube) {\n this.material = new THREE.MeshPhongMaterial({ color: polycube.getColor(), shininess: 100, reflectivity: 100 });\n this.group = new THREE.Group();\n this.swapPolycube(polycube);\n }\n static setManager(manager) {\n PolycubeMesh.geometryManager = manager;\n }\n swapPolycube(polycube) {\n if (polycube.getRaw() === this.currentPolycube) {\n return;\n }\n this.numActiveCubes = polycube.size();\n this.meshes = [];\n this.group.clear();\n this.group.position.set(0, 0, 0);\n polycube.forEachCell((val, x, y, z) => {\n if (val) {\n this.addCube(polycube, x, y, z);\n }\n });\n this.currentPolycube = polycube.getRaw();\n this.material.color.set(polycube.getColor());\n this.flyDirection = this.middlePosOfGroup().normalize();\n }\n addCube(refPolycube, x, y, z) {\n const dims = refPolycube.getDims();\n const neighbourProfile = refPolycube.getDirectNeighbourProfile(x, y, z);\n const mesh = new THREE.Mesh(PolycubeMesh.geometryManager.retrieveCubeGeometry(neighbourProfile), this.material);\n mesh.position.set(-((dims[2] - 1) / 2) + z, ((dims[0] - 1) / 2) - x, -((dims[1] - 1) / 2) + y);\n this.meshes.push(mesh);\n this.group.add(mesh);\n }\n center() {\n const mid = this.middlePosOfGroup();\n this.group.children.forEach(child => child.position.sub(mid));\n }\n middlePosOfGroup() {\n return this.group.children.reduce((prev, child) => prev.add(child.position), new THREE.Vector3()).divideScalar(this.group.children.length);\n }\n flyBy(factor) {\n const movementVector = this.flyDirection.clone().multiplyScalar(factor);\n const targetPos = this.group.position.clone().add(movementVector);\n const willMoveBehindStartingPosition = targetPos.clone().sub(this.flyDirection).dot(this.flyDirection) < -1;\n if (!willMoveBehindStartingPosition) {\n const distanceFromOrigin = targetPos.distanceTo(new THREE.Vector3());\n if (distanceFromOrigin >= 0 && distanceFromOrigin < 3) {\n this.group.position.add(movementVector);\n }\n }\n else {\n this.group.position.set(0, 0, 0);\n }\n }\n asObj3D() {\n return this.group;\n }\n}\n","import {\n\tBufferGeometry,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLineBasicMaterial,\n\tLineSegments,\n\tLoader,\n\tMaterial,\n\tMesh,\n\tMeshPhongMaterial,\n\tPoints,\n\tPointsMaterial,\n\tVector3\n} from 'three';\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 /;\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _ab = new Vector3();\nconst _cb = new Vector3();\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 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 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 line = '', lineFirstChar = '';\n\t\tlet lineLength = 0;\n\t\tlet result = [];\n\n\t\t// Faster to just trim left side of the line. Use if available.\n\t\tconst trimLeft = ( typeof ''.trimLeft === 'function' );\n\n\t\tfor ( let i = 0, l = lines.length; i < l; i ++ ) {\n\n\t\t\tline = lines[ i ];\n\n\t\t\tline = trimLeft ? line.trimLeft() : line.trim();\n\n\t\t\tlineLength = line.length;\n\n\t\t\tif ( lineLength === 0 ) continue;\n\n\t\t\tlineFirstChar = line.charAt( 0 );\n\n\t\t\t// @todo invoke passed in handler if any\n\t\t\tif ( lineFirstChar === '#' ) continue;\n\n\t\t\tif ( lineFirstChar === 'v' ) {\n\n\t\t\t\tconst data = line.split( /\\s+/ );\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\tstate.colors.push(\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\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\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.substr( 1 ).trim();\n\t\t\t\tconst vertexData = lineData.split( /\\s+/ );\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.substr( 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 ].substr( 1 ).trim();\n\t\t\t\tconst name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 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 * or\n\t\t\t\t\t * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf\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 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 BufferGeometry();\n\n\t\t\t\tbuffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );\n\n\t\t\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\t\t\tbuffergeometry.setAttribute( 'normal', new 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 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 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 LineBasicMaterial ) ) {\n\n\t\t\t\t\t\t\tconst materialLine = new LineBasicMaterial();\n\t\t\t\t\t\t\tMaterial.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 PointsMaterial ) ) {\n\n\t\t\t\t\t\t\tconst materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );\n\t\t\t\t\t\t\tMaterial.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 LineBasicMaterial();\n\n\t\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\t\tmaterial = new PointsMaterial( { size: 1, sizeAttenuation: false } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tmaterial = new 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 LineSegments( buffergeometry, createdMaterials );\n\n\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\tmesh = new Points( buffergeometry, createdMaterials );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tmesh = new 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 LineSegments( buffergeometry, createdMaterials[ 0 ] );\n\n\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\tmesh = new Points( buffergeometry, createdMaterials[ 0 ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tmesh = new 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 PointsMaterial( { size: 1, sizeAttenuation: false } );\n\n\t\t\t\tconst buffergeometry = new BufferGeometry();\n\n\t\t\t\tbuffergeometry.setAttribute( 'position', new 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 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 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\nexport { OBJLoader };\n","import { OBJLoader } from \"three/examples/jsm/loaders/OBJLoader\";\nexport var SomaesqueGeometry;\n(function (SomaesqueGeometry) {\n SomaesqueGeometry[\"c000000\"] = \"c000000\";\n SomaesqueGeometry[\"c000001\"] = \"c000001\";\n SomaesqueGeometry[\"c000011\"] = \"c000011\";\n SomaesqueGeometry[\"c000111\"] = \"c000111\";\n SomaesqueGeometry[\"c001001\"] = \"c001001\";\n SomaesqueGeometry[\"c001011\"] = \"c001011\";\n SomaesqueGeometry[\"c001111\"] = \"c001111\";\n SomaesqueGeometry[\"c011011\"] = \"c011011\";\n})(SomaesqueGeometry || (SomaesqueGeometry = {}));\nconst MESH_ROT_MAP = [\n \"000000\",\n \"000001\",\n \"000001z\",\n \"000011\",\n \"000001b\",\n \"000011x\",\n \"000011b\",\n \"000111\",\n \"000001yy\",\n \"001001\",\n \"000011yy\",\n \"001011\",\n \"000011zx\",\n \"001011x\",\n \"000111y\",\n \"001111\",\n \"000001ba\",\n \"000011xx\",\n \"001001ya\",\n \"001011zb\",\n \"000011yx\",\n \"000111x\",\n \"001011zb\",\n \"001111zb\",\n \"000011zz\",\n \"001011xx\",\n \"001011z\",\n \"011011\",\n \"000111yx\",\n \"001111x\",\n \"001111yx\",\n \"011011\",\n \"000001y\",\n \"000011a\",\n \"000011b\",\n \"000111b\",\n \"001001b\",\n \"001011yc\",\n \"001011b\",\n \"001111b\",\n \"000011ccx\",\n \"001011a\",\n \"000111bb\",\n \"001111a\",\n \"001011yz\",\n \"011011x\",\n \"001111y\",\n \"011011\",\n \"000011xz\",\n \"000111ba\",\n \"001011ba\",\n \"001111ba\",\n \"001011bx\",\n \"001111bx\",\n \"011011b\",\n \"011011\",\n \"000111bba\",\n \"001111xx\",\n \"001111ya\",\n \"011011\",\n \"001111yz\",\n \"011011\",\n \"011011\",\n \"011011\", // 111111\n];\nconst ROT_CODE_MAP = {\n x(mesh) { mesh.rotateX(Math.PI / 2); },\n y(mesh) { mesh.rotateY(Math.PI / 2); },\n z(mesh) { mesh.rotateZ(Math.PI / 2); },\n a(mesh) { mesh.rotateX(-Math.PI / 2); },\n b(mesh) { mesh.rotateY(-Math.PI / 2); },\n c(mesh) { mesh.rotateZ(-Math.PI / 2); },\n};\nconst OBJ = `\n# Blender v2.82 (sub 7) OBJ File: ''\n# www.blender.org\no Cube_Cube.001\nv 0.399961 0.500000 -0.399961\nv 0.500000 0.399961 -0.399961\nv 0.399961 0.399961 -0.500000\nv 0.438244 0.492385 -0.399961\nv 0.470699 0.470699 -0.399961\nv 0.399961 0.492385 -0.438244\nv 0.439203 0.483194 -0.439203\nv 0.465612 0.465612 -0.437212\nv 0.457718 0.457718 -0.457718\nv 0.492385 0.399961 -0.438244\nv 0.470699 0.399961 -0.470699\nv 0.492385 0.438244 -0.399961\nv 0.483194 0.439203 -0.439203\nv 0.465612 0.437212 -0.465612\nv 0.399961 0.438244 -0.492385\nv 0.399961 0.470699 -0.470699\nv 0.438244 0.399961 -0.492385\nv 0.439203 0.439203 -0.483194\nv 0.437212 0.465612 -0.465612\nv 0.500000 -0.399961 -0.399961\nv 0.399961 -0.500000 -0.399961\nv 0.399961 -0.399961 -0.500000\nv 0.492385 -0.438244 -0.399961\nv 0.470699 -0.470699 -0.399961\nv 0.492385 -0.399961 -0.438244\nv 0.483194 -0.439203 -0.439203\nv 0.465612 -0.465612 -0.437212\nv 0.457718 -0.457718 -0.457718\nv 0.399961 -0.492385 -0.438244\nv 0.399961 -0.470699 -0.470699\nv 0.438244 -0.492385 -0.399961\nv 0.439203 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10/30/30 13/31/31 12/32/32\nf 10/30/30 11/33/33 14/34/34 13/31/31\nf 12/32/32 13/31/31 8/35/26 5/36/25\nf 13/31/31 14/34/34 9/37/29 8/35/26\nf 3/7/7 15/38/35 18/39/36 17/40/37\nf 15/38/35 16/41/28 19/42/27 18/39/36\nf 17/40/37 18/39/36 14/43/34 11/44/33\nf 18/39/36 19/42/27 9/45/29 14/43/34\nf 20/9/9 23/46/38 26/47/39 25/48/40\nf 23/46/38 24/49/41 27/50/42 26/47/39\nf 25/48/40 26/47/39 38/51/43 35/52/44\nf 26/47/39 27/50/42 28/53/45 38/51/43\nf 21/18/18 29/54/46 32/55/47 31/56/48\nf 29/54/46 30/57/49 33/58/50 32/55/47\nf 31/56/48 32/55/47 27/59/42 24/60/41\nf 32/55/47 33/58/50 28/61/45 27/59/42\nf 22/8/8 34/62/51 37/63/52 36/64/53\nf 34/62/51 35/65/44 38/66/43 37/63/52\nf 36/64/53 37/63/52 33/67/50 30/68/49\nf 37/63/52 38/66/43 28/69/45 33/67/50\nf 39/11/11 42/70/54 45/71/55 44/72/56\nf 42/70/54 43/73/57 46/74/58 45/71/55\nf 44/72/56 45/71/55 57/75/59 54/76/60\nf 45/71/55 46/74/58 47/77/61 57/75/59\nf 40/78/62 48/79/63 51/80/64 50/81/65\nf 48/79/63 49/82/66 52/83/67 51/80/64\nf 50/81/65 51/80/64 46/84/58 43/85/57\nf 51/80/64 52/83/67 47/86/61 46/84/58\nf 41/2/2 53/87/68 56/88/69 55/89/70\nf 53/87/68 54/90/60 57/91/59 56/88/69\nf 55/89/70 56/88/69 52/92/67 49/93/66\nf 56/88/69 57/91/59 47/94/61 52/92/67\nf 58/1/1 61/95/71 64/96/72 63/97/73\nf 61/95/71 62/98/74 65/99/75 64/96/72\nf 63/97/73 64/96/72 76/100/76 73/101/77\nf 64/96/72 65/99/75 66/102/78 76/100/76\nf 59/19/19 67/103/79 70/104/80 69/105/81\nf 67/103/79 68/106/82 71/107/83 70/104/80\nf 69/105/81 70/104/80 65/108/75 62/109/74\nf 70/104/80 71/107/83 66/110/78 65/108/75\nf 60/12/12 72/111/84 75/112/85 74/113/86\nf 72/111/84 73/114/77 76/115/76 75/112/85\nf 74/113/86 75/112/85 71/116/83 68/117/82\nf 75/112/85 76/115/76 66/118/78 71/116/83\nf 77/15/15 80/119/87 83/120/88 82/121/89\nf 80/119/87 81/122/90 84/123/91 83/120/88\nf 82/121/89 83/120/88 95/124/92 92/125/93\nf 83/120/88 84/123/91 85/126/94 95/124/92\nf 78/127/95 86/128/96 89/129/97 88/130/98\nf 86/128/96 87/131/99 90/132/100 89/129/97\nf 88/130/98 89/129/97 84/133/91 81/134/90\nf 89/129/97 90/132/100 85/135/94 84/133/91\nf 79/6/6 91/136/101 94/137/102 93/138/103\nf 91/136/101 92/139/93 95/140/92 94/137/102\nf 93/138/103 94/137/102 90/141/100 87/142/99\nf 94/137/102 95/140/92 85/143/94 90/141/100\nf 96/5/5 99/144/104 102/145/105 101/146/106\nf 99/144/104 100/147/107 103/148/108 102/145/105\nf 101/146/106 102/145/105 114/149/109 111/150/110\nf 102/145/105 103/148/108 104/151/111 114/149/109\nf 97/17/17 105/152/112 108/153/113 107/154/114\nf 105/152/112 106/155/115 109/156/116 108/153/113\nf 107/154/114 108/153/113 103/157/108 100/158/107\nf 108/153/113 109/156/116 104/159/111 103/157/108\nf 98/16/16 110/160/117 113/161/118 112/162/119\nf 110/160/117 111/163/110 114/164/109 113/161/118\nf 112/162/119 113/161/118 109/165/116 106/166/115\nf 113/161/118 114/164/109 104/167/111 109/165/116\nf 115/14/14 118/168/120 121/169/121 120/170/122\nf 118/168/120 119/171/123 122/172/124 121/169/121\nf 120/170/122 121/169/121 133/173/125 130/174/126\nf 121/169/121 122/172/124 123/175/127 133/173/125\nf 116/3/3 124/176/128 127/177/129 126/178/130\nf 124/176/128 125/179/131 128/180/132 127/177/129\nf 126/178/130 127/177/129 122/181/124 119/182/123\nf 127/177/129 128/180/132 123/183/127 122/181/124\nf 117/184/133 129/185/134 132/186/135 131/187/136\nf 129/185/134 130/188/126 133/189/125 132/186/135\nf 131/187/136 132/186/135 128/190/132 125/191/131\nf 132/186/135 133/189/125 123/192/127 128/190/132\nf 134/4/4 137/193/137 140/194/138 139/195/139\nf 137/193/137 138/196/140 141/197/141 140/194/138\nf 139/195/139 140/194/138 152/198/142 149/199/143\nf 140/194/138 141/197/141 142/200/144 152/198/142\nf 135/13/13 143/201/145 146/202/146 145/203/147\nf 143/201/145 144/204/148 147/205/149 146/202/146\nf 145/203/147 146/202/146 141/206/141 138/207/140\nf 146/202/146 147/205/149 142/208/144 141/206/141\nf 136/20/20 148/209/150 151/210/151 150/211/152\nf 148/209/150 149/212/143 152/213/142 151/210/151\nf 150/211/152 151/210/151 147/214/149 144/215/148\nf 151/210/151 152/213/142 142/216/144 147/214/149\nf 136/20/20 59/19/19 69/105/81 148/209/150\nf 148/209/150 69/105/81 62/109/74 149/212/143\nf 149/199/143 62/98/74 61/95/71 139/195/139\nf 139/195/139 61/95/71 58/1/1 134/4/4\nf 59/19/19 21/18/18 31/56/48 67/103/79\nf 67/103/79 31/56/48 24/60/41 68/106/82\nf 68/117/82 24/49/41 23/46/38 74/113/86\nf 74/113/86 23/46/38 20/9/9 60/12/12\nf 1/21/21 40/78/62 50/81/65 4/22/22\nf 4/22/22 50/81/65 43/85/57 5/25/25\nf 5/36/25 43/73/57 42/70/54 12/32/32\nf 12/32/32 42/70/54 39/11/11 2/10/10\nf 21/18/18 97/17/17 107/154/114 29/54/46\nf 29/54/46 107/154/114 100/158/107 30/57/49\nf 30/68/49 100/147/107 99/144/104 36/64/53\nf 36/64/53 99/144/104 96/5/5 22/8/8\nf 117/184/133 78/127/95 88/130/98 129/185/134\nf 129/185/134 88/130/98 81/134/90 130/188/126\nf 130/174/126 81/122/90 80/119/87 120/170/122\nf 120/170/122 80/119/87 77/15/15 115/14/14\nf 97/17/17 136/20/20 150/211/152 105/152/112\nf 105/152/112 150/211/152 144/215/148 106/155/115\nf 106/166/115 144/204/148 143/201/145 112/162/119\nf 112/162/119 143/201/145 135/13/13 98/16/16\nf 40/78/62 117/184/133 131/187/136 48/79/63\nf 48/79/63 131/187/136 125/191/131 49/82/66\nf 49/93/66 125/179/131 124/176/128 55/89/70\nf 55/89/70 124/176/128 116/3/3 41/2/2\nf 41/2/2 58/1/1 63/97/73 53/87/68\nf 53/87/68 63/97/73 73/101/77 54/90/60\nf 54/76/60 73/114/77 72/111/84 44/72/56\nf 44/72/56 72/111/84 60/12/12 39/11/11\nf 2/10/10 20/9/9 25/48/40 10/30/30\nf 10/30/30 25/48/40 35/52/44 11/33/33\nf 11/44/33 35/65/44 34/62/51 17/40/37\nf 17/40/37 34/62/51 22/8/8 3/7/7\nf 134/4/4 116/3/3 126/178/130 137/193/137\nf 137/193/137 126/178/130 119/182/123 138/196/140\nf 138/207/140 119/171/123 118/168/120 145/203/147\nf 145/203/147 118/168/120 115/14/14 135/13/13\nf 78/127/95 1/21/21 6/24/24 86/128/96\nf 86/128/96 6/24/24 16/28/28 87/131/99\nf 87/142/99 16/41/28 15/38/35 93/138/103\nf 93/138/103 15/38/35 3/7/7 79/6/6\nf 79/6/6 96/5/5 101/146/106 91/136/101\nf 91/136/101 101/146/106 111/150/110 92/139/93\nf 92/125/93 111/163/110 110/160/117 82/121/89\nf 82/121/89 110/160/117 98/16/16 77/15/15\nf 1/21/21 78/127/95 117/184/133 40/78/62\n`;\nexport default class GeometryManager {\n root = \"\";\n geometryRecord = {};\n constructor(root, onReadyCb) {\n this.root = root;\n Promise.allSettled(Object.keys(SomaesqueGeometry).map(geomId => this.loadCubeGeometry(geomId))).then(() => onReadyCb()).catch((err) => onReadyCb(err));\n }\n async loadCubeGeometry(id) {\n const onLoaded = (obj, resolve) => {\n const geom = obj.children[0].geometry;\n this.geometryRecord[id] = geom;\n resolve(geom);\n };\n const load = (resolve, reject) => {\n const loader = new OBJLoader();\n const result = loader.parse(OBJ);\n onLoaded(result, resolve);\n };\n return new Promise(load);\n }\n retrieve(geometry) {\n let requestedGeom = this.geometryRecord[geometry];\n if (requestedGeom) {\n return requestedGeom;\n }\n else {\n throw new Error(`Geometry with id: ${geometry} does not exist!`);\n }\n }\n retrieveCubeGeometry(neighbourProfile) {\n return this.geometryRecord.c000000;\n // let requestedGeom = this.geometryRecord[`c${MESH_ROT_MAP[neighbourProfile].substr(0, 6)}`];\n // const rotations = MESH_ROT_MAP[neighbourProfile].substr(6);\n // if (!requestedGeom) {\n // throw new Error(`No similar cube found for the neighbour profile: ${neighbourProfile}`)\n // } else if (rotations) {\n // requestedGeom = requestedGeom.clone();\n // for (let i = 0; i < rotations.length; i++) {\n // ROT_CODE_MAP[rotations[i]](requestedGeom);\n // }\n // }\n // return requestedGeom;\n }\n}\n","\n\n{#if $activeSolution !== null}\n showingSolution.set(true)}\n >\n

Solution #{$activeSolution + 1}

\n
\n {#each {length: dims[0]} as _, x}\n
\n {#each {length: dims[1]} as _, y}\n
\n {#each {length: dims[2]} as _, z}\n \n {/each}\n
\n {/each}\n
\n {/each}\n
\n \n{/if}\n\n","var NeighbourDirection;\n(function (NeighbourDirection) {\n NeighbourDirection[NeighbourDirection[\"POSX\"] = 0] = \"POSX\";\n NeighbourDirection[NeighbourDirection[\"POSY\"] = 1] = \"POSY\";\n NeighbourDirection[NeighbourDirection[\"POSZ\"] = 2] = \"POSZ\";\n NeighbourDirection[NeighbourDirection[\"NEGX\"] = 3] = \"NEGX\";\n NeighbourDirection[NeighbourDirection[\"NEGY\"] = 4] = \"NEGY\";\n NeighbourDirection[NeighbourDirection[\"NEGZ\"] = 5] = \"NEGZ\";\n})(NeighbourDirection || (NeighbourDirection = {}));\nexport default class VoxelSpaceBoolean {\n dims;\n length;\n space;\n id;\n color;\n constructor(options) {\n this.length = options.dims[0] * options.dims[1] * options.dims[2];\n if (!options.space) {\n options.space = new Array(options.dims[0] * options.dims[1] * options.dims[2]);\n options.space.fill(false);\n }\n else if (!Array.isArray(options.space)) {\n const newSpace = [];\n for (let i = 0; i < this.length; i++) {\n const mask = 1n << BigInt(i);\n newSpace.push((options.space & mask) !== 0n);\n }\n options.space = newSpace;\n }\n this.id = options.id;\n this.dims = options.dims;\n this.space = options.space;\n this.color = options.color ?? \"red\";\n if (options.cullEmpty !== false) {\n this.cullEmptySpace();\n }\n }\n setColor(color) {\n this.color = color;\n }\n getColor() {\n return this.color;\n }\n binaryRep() {\n return this.space.reduce((prev, curr) => prev + (curr ? \"1\" : \"0\"), \"\");\n }\n getExtrema() {\n const extrema = {\n xMax: 0,\n xMin: this.dims[0],\n yMax: 0,\n yMin: this.dims[1],\n zMax: 0,\n zMin: this.dims[2],\n };\n this.forEachCell((val, x, y, z) => {\n if (val) {\n extrema.xMax = Math.max(extrema.xMax, x);\n extrema.xMin = Math.min(extrema.xMin, x);\n extrema.yMax = Math.max(extrema.yMax, y);\n extrema.yMin = Math.min(extrema.yMin, y);\n extrema.zMax = Math.max(extrema.zMax, z);\n extrema.zMin = Math.min(extrema.zMin, z);\n }\n });\n return extrema;\n }\n cullEmptySpace() {\n const extrema = this.getExtrema();\n const newX = extrema.xMax - extrema.xMin + 1;\n const newY = extrema.yMax - extrema.yMin + 1;\n const newZ = extrema.zMax - extrema.zMin + 1;\n const newSpace = new Array(newX * newY * newZ);\n newSpace.fill(false);\n let index = 0;\n for (let x = extrema.xMin; x <= extrema.xMax; x++) {\n for (let y = extrema.yMin; y <= extrema.yMax; y++) {\n for (let z = extrema.zMin; z <= extrema.zMax; z++) {\n if (this.at(x, y, z)) {\n newSpace[index] = true;\n }\n index++;\n }\n }\n }\n this.dims[0] = newX;\n this.dims[1] = newY;\n this.dims[2] = newZ;\n this.space = newSpace;\n }\n forEachCell(cb) {\n loopStart: for (let x = 0; x < this.dims[0]; x++) {\n for (let y = 0; y < this.dims[1]; y++) {\n for (let z = 0; z < this.dims[2]; z++) {\n if (cb(this.at(x, y, z), x, y, z) === 0) {\n break loopStart;\n }\n }\n }\n }\n }\n getId() {\n return this.id;\n }\n print() {\n let accum = \"\";\n console.log(\"---\");\n for (let i = 0; i < this.dims[0]; i++) {\n for (let j = 0; j < this.dims[1]; j++) {\n for (let k = 0; k < this.dims[2]; k++) {\n accum += this.at(i, j, k) ? '#' : 'O';\n }\n console.log(accum);\n accum = \"\";\n }\n if (i !== this.dims[0] - 1) {\n console.log(\"-\");\n }\n }\n console.log(\"---\");\n }\n getUniqueRotations() {\n const rotations = [];\n const refSpace = this.clone();\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n refSpace.rot90('z');\n VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x'));\n return rotations;\n }\n getAllRotations() {\n const rotations = [];\n const refSpace = this.clone();\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('y');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n rotations.push(...refSpace.getAxisSpins('x'));\n refSpace.rot90('z');\n refSpace.rot90('z');\n rotations.push(...refSpace.getAxisSpins('x'));\n return rotations;\n }\n static pushNewUniqueSpaces(existingSpaces, newSpaces) {\n for (const newSpace of newSpaces) {\n let matchFound = false;\n for (const existingSpace of existingSpaces) {\n if (newSpace.matches(existingSpace)) {\n matchFound = true;\n break;\n }\n }\n if (!matchFound) {\n existingSpaces.push(newSpace);\n }\n }\n }\n getAllPositionsInPrism(cubeDimX, cubeDimY, cubeDimZ) {\n const cubePositions = [];\n if (this.dims[0] > cubeDimX || this.dims[1] > cubeDimY || this.dims[2] > cubeDimZ) {\n return cubePositions;\n }\n for (let xOffset = 0; xOffset < (cubeDimX - this.dims[0] + 1); xOffset++) {\n for (let yOffset = 0; yOffset < (cubeDimY - this.dims[1] + 1); yOffset++) {\n for (let zOffset = 0; zOffset < (cubeDimZ - this.dims[2] + 1); zOffset++) {\n const cubePos = new VoxelSpaceBoolean({ id: this.id, dims: [cubeDimX, cubeDimY, cubeDimZ], color: this.color, cullEmpty: false });\n this.forEachCell((val, x, y, z) => {\n cubePos.set(xOffset + x, yOffset + y, zOffset + z, val);\n });\n cubePositions.push(cubePos);\n }\n }\n }\n return cubePositions;\n }\n matches(space) {\n const otherDims = space.getDims();\n for (let i = 0; i < this.dims.length; i++) {\n if (otherDims[i] !== this.dims[i]) {\n return false;\n }\n }\n const otherRaw = space.getRaw();\n if (typeof otherRaw === \"bigint\") {\n return space.binaryRep() === this.binaryRep();\n }\n return this.space.reduce((prev, unit, i) => (unit === otherRaw[i]) && prev, true);\n }\n clone() {\n return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: this.getRaw(), color: this.getColor(), cullEmpty: false });\n }\n getAxisSpins(axis) {\n const rotations = [this.clone()];\n for (let i = 0; i < 3; i++) {\n rotations.push(rotations[i].rotated90(axis));\n }\n return rotations;\n }\n getDims() {\n return this.dims.slice();\n }\n getRaw() {\n return this.space.slice();\n }\n // [1, 0, 0] [x] [ x]\n // [0, 0, -1] * [y] = [-z]\n // [0, 1, 0] [z] [ y]\n newIndexRotX(x, y, z) {\n return this.dims[2] * this.dims[1] * x + this.dims[1] * (this.dims[2] - 1 - z) + y;\n }\n // [ 0, 0, 1] [x] [ z]\n // [ 0, 1, 0] * [y] = [ y]\n // [-1, 0, 0] [z] [-x]\n newIndexRotY(x, y, z) {\n return this.dims[1] * this.dims[0] * z + this.dims[0] * y + (this.dims[0] - 1 - x);\n }\n // [0, -1, 0] [x] [-y]\n // [1, 0, 0] * [y] = [ x]\n // [0, 0, 1] [z] [ z]\n newIndexRotZ(x, y, z) {\n return this.dims[0] * this.dims[2] * (this.dims[1] - 1 - y) + this.dims[2] * x + z;\n }\n at(x, y, z) {\n return this.space[this.index(x, y, z)];\n }\n index(x, y, z) {\n return this.dims[1] * this.dims[2] * x + this.dims[2] * y + z;\n }\n toggle(x, y, z) {\n const index = this.index(x, y, z);\n this.space[index] = !this.space[index];\n }\n set(x, y, z, val) {\n this.space[this.index(x, y, z)] = val;\n }\n rotated90(dim) {\n const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]);\n newSpace.fill(false);\n let newDims;\n let rotIndex;\n if (dim === 'x') {\n newDims = [this.dims[0], this.dims[2], this.dims[1]];\n rotIndex = this.newIndexRotX.bind(this);\n }\n else if (dim === 'y') {\n newDims = [this.dims[2], this.dims[1], this.dims[0]];\n rotIndex = this.newIndexRotY.bind(this);\n }\n else {\n newDims = [this.dims[1], this.dims[0], this.dims[2]];\n rotIndex = this.newIndexRotZ.bind(this);\n }\n this.forEachCell((val, i, j, k) => {\n if (val) {\n newSpace[rotIndex(i, j, k)] = true;\n }\n });\n return new VoxelSpaceBoolean({ id: this.id, dims: newDims, space: newSpace, color: this.color, cullEmpty: false });\n }\n rot90(dim) {\n const rot = this.rotated90(dim);\n this.space = rot.getRaw();\n this.dims = rot.getDims();\n }\n plus(space) {\n const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]);\n newSpace.fill(false);\n let clash = false;\n space.forEachCell((val, x, y, z) => {\n if (this.at(x, y, z) !== val) {\n newSpace[this.index(x, y, z)] = true;\n }\n else {\n if (val) {\n clash = true;\n }\n }\n });\n if (!clash) {\n return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: newSpace, color: this.color, cullEmpty: false });\n }\n return null;\n }\n size() {\n let size = 0;\n this.forEachCell((val) => {\n if (val) {\n size++;\n }\n });\n return size;\n }\n getDirectNeighbourProfile(x, y, z) {\n let result = 0;\n if (x < this.dims[0] - 1 && this.at(x + 1, y, z)) {\n result += 1;\n }\n if (y < this.dims[1] - 1 && this.at(x, y + 1, z)) {\n result += 2;\n }\n if (z < this.dims[2] - 1 && this.at(x, y, z + 1)) {\n result += 4;\n }\n if (x > 0 && this.at(x - 1, y, z)) {\n result += 8;\n }\n if (y > 0 && this.at(x, y - 1, z)) {\n result += 16;\n }\n if (z > 0 && this.at(x, y, z - 1)) {\n result += 32;\n }\n return result;\n }\n getAllPermutationsInPrism(prismDimX, prismDimY, prismDimZ) {\n const rotations = this.getUniqueRotations();\n let result = new Array();\n for (let i = 0; i < rotations.length; i++) {\n result = result.concat(rotations[i].getAllPositionsInPrism(prismDimX, prismDimY, prismDimZ));\n }\n return result;\n }\n}\n","\n\n\n
\n

Cube: {cubeNo + 1}

\n
\n onColorChange(event)}/>\n
\n
\n {#each {length: $somaDimX} as _, x}\n
\n {#each {length: $somaDimY} as _, y}\n
\n {#each {length: $somaDimZ} as _, z}\n onMouseOverCell(event, x, y, z)}\n on:mousedown={(event) => onMouseDownCell(event, x, y, z)}\n on:mouseup={(event) => onMouseUpCell(event, x, y, z)}\n />\n {/each}\n
\n {/each}\n
\n {/each}\n\n\n","\n\n
\n {#if $showingSolution && ($activeSolution !== null)}\n
\n \n
\n {:else if !$showingSolution}\n
\n \n
\n {/if}\n
\n
\n\n","\n\n
\n {#each {length: numCubes} as _, cubeNo}\n
\n
\n \n
\n
\n {/each}\n
\n\n","\n\n
\n {#if smallViewport}\n
\n
showInput = true}\">Input
\n
showInput = false}\">3D
\n
\n {#if showInput}\n \n {:else}\n \n {/if}\n {:else}\n \n \n {/if}\n
\n\n","\n\n
\n\t
\n\t\t\n\t
\n\t
\n\t\t\n\t
\n
\n\n\n","import App from './ui/App.svelte';\nimport PolycubeScene from \"./ui/threedee/PolycubeScene\";\nconst app = new App({\n target: document.body,\n props: {\n scene: new PolycubeScene()\n }\n});\nexport default app;\n","import * as THREE from 'three';\nimport RotationControl from \"./RotationControl\";\nimport PolycubeMesh from \"./PolycubeMesh\";\nimport GeometryManager from \"./GeometryManager\";\nconst DEFAULT_WIDTH = 640;\nconst DEFAULT_HEIGHT = 480;\nexport default class PolycubeScene {\n renderer;\n camera;\n mainScene;\n polycubeMeshes = [];\n controls;\n light;\n cubeScene;\n geomManager;\n canvas;\n loadedCb = () => { };\n loaded = false;\n windowDims;\n constructor(windowDims) {\n this.windowDims = windowDims ?? { width: DEFAULT_WIDTH, height: DEFAULT_HEIGHT };\n this.init().then(() => this.loadedCb()).catch(e => console.log(e));\n }\n async init() {\n this.canvas = document.createElement(\"canvas\");\n this.canvas.width = 0;\n this.canvas.height = 0;\n this.renderer = new THREE.WebGLRenderer({ canvas: this.canvas, antialias: true });\n this.setupCamera(this.canvas.clientWidth / this.canvas.clientHeight);\n this.setupLight();\n this.mainScene = new THREE.Scene();\n this.cubeScene = new THREE.Scene();\n this.mainScene.add(this.cubeScene, this.camera, this.light);\n this.cubeScene.rotateX(Math.PI / 4);\n this.cubeScene.rotateY(Math.PI / 4);\n this.controls = new RotationControl(this.cubeScene, this.polycubeMeshes, this.camera, this.canvas);\n this.geomManager = await new GeometryManager('./', () => {\n requestAnimationFrame((timestamp) => this.render(timestamp));\n });\n PolycubeMesh.setManager(this.geomManager);\n this.loaded = true;\n }\n setupCamera(aspect) {\n const fov = 60;\n const near = 0.1;\n const far = 15;\n this.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\n this.camera.position.z = 6;\n this.camera.lookAt(0, 0, 0);\n }\n mount(el) {\n this.updateDims(this.windowDims);\n el.append(this.canvas);\n }\n updateDims(windowDims) {\n this.windowDims.width = windowDims.width;\n this.windowDims.height = windowDims.height;\n this.canvas.width = this.windowDims.width;\n this.canvas.height = this.windowDims.height;\n this.camera.aspect = this.canvas.width / this.canvas.height;\n this.camera.updateProjectionMatrix();\n this.renderer.setSize(this.canvas.width, this.canvas.height);\n }\n resetDims() {\n this.windowDims.width = DEFAULT_WIDTH;\n this.windowDims.height = DEFAULT_HEIGHT;\n this.updateDims(this.windowDims);\n }\n onLoaded(cb) {\n if (this.loaded) {\n cb();\n }\n this.loadedCb = cb;\n }\n isLoaded() {\n return this.loaded;\n }\n showPolycube(voxelSpace) {\n this.controls.disableFly();\n this.clearScene();\n this.addPolycube(voxelSpace);\n this.polycubeMeshes[0].center();\n }\n showSolution(solution) {\n this.controls.enableFly();\n this.clearScene();\n const pieces = solution.getPieces();\n for (let i = 0; i < pieces.length; i++) {\n this.addPolycube(pieces[i]);\n }\n }\n clearScene() {\n this.polycubeMeshes.splice(0, this.polycubeMeshes.length);\n this.cubeScene.clear();\n }\n addPolycube(voxelSpace) {\n const newMesh = new PolycubeMesh(voxelSpace);\n this.polycubeMeshes.push(newMesh);\n this.cubeScene.add(newMesh.asObj3D());\n }\n setupLight() {\n const color = 0xFFFFFF;\n const intensity = 1;\n this.light = new THREE.DirectionalLight(color, intensity);\n this.light.position.set(4, 6, 24);\n this.light.lookAt(0, 0, 0);\n }\n render(time) {\n this.renderer.render(this.mainScene, this.camera);\n requestAnimationFrame((time) => this.render(time));\n 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Alignment guarantees\n\n// @ts-ignore: decorator\n@inline export const AL_BITS: u32 = 4; // 16 bytes to fit up to v128\n// @ts-ignore: decorator\n@inline export const AL_SIZE: usize = 1 << AL_BITS;\n// @ts-ignore: decorator\n@inline export const AL_MASK: usize = AL_SIZE - 1;\n\n// Extra debugging\n\n// @ts-ignore: decorator\n@inline export const DEBUG = true;\n// @ts-ignore: decorator\n@inline export const TRACE = false;\n// @ts-ignore: decorator\n@inline export const RTRACE = isDefined(ASC_RTRACE);\n// @ts-ignore: decorator\n@inline export const PROFILE = isDefined(ASC_PROFILE);\n\n// Memory manager\n\n// ╒════════════ Memory manager block layout (32-bit) ═════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┤\n// │ MM info │ -4\n// ╞>ptr═══════════════════════════════════════════════════════════╡\n// │ ... │\n@unmanaged export class BLOCK {\n /** Memory manager info. */\n mmInfo: usize;\n}\n\n/** Overhead of a memory manager block. */\n// @ts-ignore: decorator\n@inline export const BLOCK_OVERHEAD: usize = offsetof();\n\n/** Maximum size of a memory manager block's payload. */\n// @ts-ignore: decorator\n@inline export const BLOCK_MAXSIZE: usize = (1 << 30) - BLOCK_OVERHEAD;\n\n// Garbage collector\n\n// ╒══════════ Garbage collector object layout (32-bit) ═══════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┤\n// │ Memory manager block │ -20\n// ╞═══════════════════════════════════════════════════════════════╡\n// │ GC info │ -16\n// ├───────────────────────────────────────────────────────────────┤\n// │ GC info │ -12\n// ├───────────────────────────────────────────────────────────────┤\n// │ RT id │ -8\n// ├───────────────────────────────────────────────────────────────┤\n// │ RT size │ -4\n// ╞>ptr═══════════════════════════════════════════════════════════╡\n// │ ... │\n@unmanaged export class OBJECT extends BLOCK {\n /** Garbage collector info. */\n gcInfo: u32;\n /** Garbage collector info. */\n gcInfo2: u32;\n /** Runtime class id. */\n rtId: u32;\n /** Runtime object size. */\n rtSize: u32;\n}\n\n/** Overhead of a garbage collector object. Excludes memory manager block overhead. */\n// @ts-ignore: decorator\n@inline export const OBJECT_OVERHEAD: usize = (offsetof() - BLOCK_OVERHEAD + AL_MASK) & ~AL_MASK;\n\n/** Maximum size of a garbage collector object's payload. */\n// @ts-ignore: decorator\n@inline export const OBJECT_MAXSIZE: usize = BLOCK_MAXSIZE - OBJECT_OVERHEAD;\n\n/** Total of memory manager and garbage collector overhead. */\n// @ts-ignore: decorator\n@inline export const TOTAL_OVERHEAD: usize = BLOCK_OVERHEAD + OBJECT_OVERHEAD;\n","import { AL_BITS, AL_SIZE, AL_MASK, DEBUG, BLOCK, BLOCK_OVERHEAD, BLOCK_MAXSIZE } from \"./common\";\nimport { oninit, onalloc, onresize, onmove, onfree } from \"./rtrace\";\nimport { E_ALLOCATION_TOO_LARGE } from \"../util/error\";\n\n// === The TLSF (Two-Level Segregate Fit) memory allocator ===\n// see: http://www.gii.upv.es/tlsf/\n\n// - `ffs(x)` is equivalent to `ctz(x)` with x != 0\n// - `fls(x)` is equivalent to `sizeof(x) * 8 - clz(x) - 1`\n\n// ╒══════════════ Block size interpretation (32-bit) ═════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┼─┴─┴─┴─╫─┴─┴─┴─┤\n// │ | FL │ SB = SL + AL │ ◄─ usize\n// └───────────────────────────────────────────────┴───────╨───────┘\n// FL: first level, SL: second level, AL: alignment, SB: small block\n\n// @ts-ignore: decorator\n@inline const SL_BITS: u32 = 4;\n// @ts-ignore: decorator\n@inline const SL_SIZE: u32 = 1 << SL_BITS;\n\n// @ts-ignore: decorator\n@inline const SB_BITS: u32 = SL_BITS + AL_BITS;\n// @ts-ignore: decorator\n@inline const SB_SIZE: u32 = 1 << SB_BITS;\n\n// @ts-ignore: decorator\n@inline const FL_BITS: u32 = 31 - SB_BITS;\n\n// [00]: < 256B (SB) [12]: < 1M\n// [01]: < 512B [13]: < 2M\n// [02]: < 1K [14]: < 4M\n// [03]: < 2K [15]: < 8M\n// [04]: < 4K [16]: < 16M\n// [05]: < 8K [17]: < 32M\n// [06]: < 16K [18]: < 64M\n// [07]: < 32K [19]: < 128M\n// [08]: < 64K [20]: < 256M\n// [09]: < 128K [21]: < 512M\n// [10]: < 256K [22]: <= 1G - OVERHEAD\n// [11]: < 512K\n// VMs limit to 2GB total (currently), making one 1G block max (or three 512M etc.) due to block overhead\n\n// Tags stored in otherwise unused alignment bits\n\n// @ts-ignore: decorator\n@inline const FREE: usize = 1 << 0;\n// @ts-ignore: decorator\n@inline const LEFTFREE: usize = 1 << 1;\n// @ts-ignore: decorator\n@inline const TAGS_MASK: usize = FREE | LEFTFREE; // <= AL_MASK\n\n// ╒════════════════════ Block layout (32-bit) ════════════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┼─┼─┤ ┐\n// │ size │L│F│ ◄─┐ info overhead\n// ╞>ptr═══════════════════════════════════════════════════════╧═╧═╡ │ ┘\n// │ if free: ◄ prev │ ◄─┤ usize\n// ├───────────────────────────────────────────────────────────────┤ │\n// │ if free: next ► │ ◄─┤\n// ├───────────────────────────────────────────────────────────────┤ │\n// │ ... │ │ >= 0\n// ├───────────────────────────────────────────────────────────────┤ │\n// │ if free: back ▲ │ ◄─┘\n// └───────────────────────────────────────────────────────────────┘ >= MIN SIZE\n// F: FREE, L: LEFTFREE\n@unmanaged export class Block extends BLOCK {\n\n /** Previous free block, if any. Only valid if free, otherwise part of payload. */\n prev: Block | null;\n /** Next free block, if any. Only valid if free, otherwise part of payload. */\n next: Block | null;\n\n // If the block is free, there is a 'back'reference at its end pointing at its start.\n}\n\n// Block constants. A block must have a minimum size of three pointers so it can hold `prev`,\n// `next` and `back` if free.\n\n// @ts-ignore: decorator\n@inline const BLOCK_MINSIZE: usize = ((3 * sizeof() + BLOCK_OVERHEAD + AL_MASK) & ~AL_MASK) - BLOCK_OVERHEAD; // prev + next + back\n// @ts-ignore: decorator\n// @inline const BLOCK_MAXSIZE: usize = 1 << (FL_BITS + SB_BITS - 1); // exclusive, lives in common.ts\n\n/** Gets the left block of a block. Only valid if the left block is free. */\n// @ts-ignore: decorator\n@inline function GETFREELEFT(block: Block): Block {\n return load(changetype(block) - sizeof());\n}\n\n/** Gets the right block of a block by advancing to the right by its size. */\n// @ts-ignore: decorator\n@inline function GETRIGHT(block: Block): Block {\n return changetype(changetype(block) + BLOCK_OVERHEAD + (block.mmInfo & ~TAGS_MASK));\n}\n\n// ╒═════════════════════ Root layout (32-bit) ════════════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┤ ┐\n// │ 0 | flMap S│ ◄────┐\n// ╞═══════════════════════════════════════════════════════════════╡ │\n// │ slMap[0] S │ ◄─┐ │\n// ├───────────────────────────────────────────────────────────────┤ │ │\n// │ slMap[1] │ ◄─┤ │\n// ├───────────────────────────────────────────────────────────────┤ u32 │\n// │ slMap[22] │ ◄─┘ │\n// ╞═══════════════════════════════════════════════════════════════╡ usize\n// │ head[0] │ ◄────┤\n// ├───────────────────────────────────────────────────────────────┤ │\n// │ ... │ ◄────┤\n// ├───────────────────────────────────────────────────────────────┤ │\n// │ head[367] │ ◄────┤\n// ╞═══════════════════════════════════════════════════════════════╡ │\n// │ tail │ ◄────┘\n// └───────────────────────────────────────────────────────────────┘ SIZE ┘\n// S: Small blocks map\n@unmanaged class Root {\n /** First level bitmap. */\n flMap: usize;\n}\n\n// Root constants. Where stuff is stored inside of the root structure.\n\n// @ts-ignore: decorator\n@inline const SL_START: usize = sizeof();\n// @ts-ignore: decorator\n@inline const SL_END: usize = SL_START + (FL_BITS << alignof());\n// @ts-ignore: decorator\n@inline const HL_START: usize = (SL_END + AL_MASK) & ~AL_MASK;\n// @ts-ignore: decorator\n@inline const HL_END: usize = HL_START + FL_BITS * SL_SIZE * sizeof();\n// @ts-ignore: decorator\n@inline const ROOT_SIZE: usize = HL_END + sizeof();\n\n// @ts-ignore: decorator\n@lazy export var ROOT: Root;\n\n/** Gets the second level map of the specified first level. */\n// @ts-ignore: decorator\n@inline function GETSL(root: Root, fl: usize): u32 {\n return load(\n changetype(root) + (fl << alignof()),\n SL_START\n );\n}\n\n/** Sets the second level map of the specified first level. */\n// @ts-ignore: decorator\n@inline function SETSL(root: Root, fl: usize, slMap: u32): void {\n store(\n changetype(root) + (fl << alignof()),\n slMap,\n SL_START\n );\n}\n\n/** Gets the head of the free list for the specified combination of first and second level. */\n// @ts-ignore: decorator\n@inline function GETHEAD(root: Root, fl: usize, sl: u32): Block | null {\n return load(\n changetype(root) + (((fl << SL_BITS) + sl) << alignof()),\n HL_START\n );\n}\n\n/** Sets the head of the free list for the specified combination of first and second level. */\n// @ts-ignore: decorator\n@inline function SETHEAD(root: Root, fl: usize, sl: u32, head: Block | null): void {\n store(\n changetype(root) + (((fl << SL_BITS) + sl) << alignof()),\n head,\n HL_START\n );\n}\n\n/** Gets the tail block.. */\n// @ts-ignore: decorator\n@inline function GETTAIL(root: Root): Block {\n return load(\n changetype(root),\n HL_END\n );\n}\n\n/** Sets the tail block. */\n// @ts-ignore: decorator\n@inline function SETTAIL(root: Root, tail: Block): void {\n store(\n changetype(root),\n tail,\n HL_END\n );\n}\n\n/** Inserts a previously used block back into the free list. */\nfunction insertBlock(root: Root, block: Block): void {\n if (DEBUG) assert(block); // cannot be null\n var blockInfo = block.mmInfo;\n if (DEBUG) assert(blockInfo & FREE); // must be free\n\n var right = GETRIGHT(block);\n var rightInfo = right.mmInfo;\n\n // merge with right block if also free\n if (rightInfo & FREE) {\n removeBlock(root, right);\n block.mmInfo = blockInfo = blockInfo + BLOCK_OVERHEAD + (rightInfo & ~TAGS_MASK); // keep block tags\n right = GETRIGHT(block);\n rightInfo = right.mmInfo;\n // 'back' is set below\n }\n\n // merge with left block if also free\n if (blockInfo & LEFTFREE) {\n let left = GETFREELEFT(block);\n let leftInfo = left.mmInfo;\n if (DEBUG) assert(leftInfo & FREE); // must be free according to right tags\n removeBlock(root, left);\n block = left;\n block.mmInfo = blockInfo = leftInfo + BLOCK_OVERHEAD + (blockInfo & ~TAGS_MASK); // keep left tags\n // 'back' is set below\n }\n\n right.mmInfo = rightInfo | LEFTFREE;\n // reference to right is no longer used now, hence rightInfo is not synced\n\n // we now know the size of the block\n var size = blockInfo & ~TAGS_MASK;\n if (DEBUG) assert(size >= BLOCK_MINSIZE); // must be a valid size\n if (DEBUG) assert(changetype(block) + BLOCK_OVERHEAD + size == changetype(right)); // must match\n\n // set 'back' to itself at the end of block\n store(changetype(right) - sizeof(), block);\n\n // mapping_insert\n var fl: usize, sl: u32;\n if (size < SB_SIZE) {\n fl = 0;\n sl = (size >> AL_BITS);\n } else {\n const inv: usize = sizeof() * 8 - 1;\n let boundedSize = min(size, BLOCK_MAXSIZE);\n fl = inv - clz(boundedSize);\n sl = ((boundedSize >> (fl - SL_BITS)) ^ (1 << SL_BITS));\n fl -= SB_BITS - 1;\n }\n if (DEBUG) assert(fl < FL_BITS && sl < SL_SIZE); // fl/sl out of range\n\n // perform insertion\n var head = GETHEAD(root, fl, sl);\n block.prev = null;\n block.next = head;\n if (head) head.prev = block;\n SETHEAD(root, fl, sl, block);\n\n // update first and second level maps\n root.flMap |= (1 << fl);\n SETSL(root, fl, GETSL(root, fl) | (1 << sl));\n}\n\n/** Removes a free block from internal lists. */\nfunction removeBlock(root: Root, block: Block): void {\n var blockInfo = block.mmInfo;\n if (DEBUG) assert(blockInfo & FREE); // must be free\n var size = blockInfo & ~TAGS_MASK;\n if (DEBUG) assert(size >= BLOCK_MINSIZE); // must be valid\n\n // mapping_insert\n var fl: usize, sl: u32;\n if (size < SB_SIZE) {\n fl = 0;\n sl = (size >> AL_BITS);\n } else {\n const inv: usize = sizeof() * 8 - 1;\n let boundedSize = min(size, BLOCK_MAXSIZE);\n fl = inv - clz(boundedSize);\n sl = ((boundedSize >> (fl - SL_BITS)) ^ (1 << SL_BITS));\n fl -= SB_BITS - 1;\n }\n if (DEBUG) assert(fl < FL_BITS && sl < SL_SIZE); // fl/sl out of range\n\n // link previous and next free block\n var prev = block.prev;\n var next = block.next;\n if (prev) prev.next = next;\n if (next) next.prev = prev;\n\n // update head if we are removing it\n if (block == GETHEAD(root, fl, sl)) {\n SETHEAD(root, fl, sl, next);\n\n // clear second level map if head is empty now\n if (!next) {\n let slMap = GETSL(root, fl);\n SETSL(root, fl, slMap &= ~(1 << sl));\n\n // clear first level map if second level is empty now\n if (!slMap) root.flMap &= ~(1 << fl);\n }\n }\n // note: does not alter left/back because it is likely that splitting\n // is performed afterwards, invalidating those changes. so, the caller\n // must perform those updates.\n}\n\n/** Searches for a free block of at least the specified size. */\nfunction searchBlock(root: Root, size: usize): Block | null {\n // size was already asserted by caller\n\n // mapping_search\n var fl: usize, sl: u32;\n if (size < SB_SIZE) {\n fl = 0;\n sl = (size >> AL_BITS);\n } else {\n const halfMaxSize = BLOCK_MAXSIZE >> 1; // don't round last fl\n const inv: usize = sizeof() * 8 - 1;\n const invRound = inv - SL_BITS;\n let requestSize = size < halfMaxSize\n ? size + (1 << (invRound - clz(size))) - 1\n : size;\n fl = inv - clz(requestSize);\n sl = ((requestSize >> (fl - SL_BITS)) ^ (1 << SL_BITS));\n fl -= SB_BITS - 1;\n }\n if (DEBUG) assert(fl < FL_BITS && sl < SL_SIZE); // fl/sl out of range\n\n // search second level\n var slMap = GETSL(root, fl) & (~0 << sl);\n var head: Block | null = null;\n if (!slMap) {\n // search next larger first level\n let flMap = root.flMap & (~0 << (fl + 1));\n if (!flMap) {\n head = null;\n } else {\n fl = ctz(flMap);\n slMap = GETSL(root, fl);\n if (DEBUG) assert(slMap); // can't be zero if fl points here\n head = GETHEAD(root, fl, ctz(slMap));\n }\n } else {\n head = GETHEAD(root, fl, ctz(slMap));\n }\n return head;\n}\n\n/** Prepares the specified block before (re-)use, possibly splitting it. */\nfunction prepareBlock(root: Root, block: Block, size: usize): void {\n // size was already asserted by caller\n\n var blockInfo = block.mmInfo;\n if (DEBUG) assert(!((size + BLOCK_OVERHEAD) & AL_MASK)); // size must be aligned so the new block is\n\n // split if the block can hold another MINSIZE block incl. overhead\n var remaining = (blockInfo & ~TAGS_MASK) - size;\n if (remaining >= BLOCK_OVERHEAD + BLOCK_MINSIZE) {\n block.mmInfo = size | (blockInfo & LEFTFREE); // also discards FREE\n\n let spare = changetype(changetype(block) + BLOCK_OVERHEAD + size);\n spare.mmInfo = (remaining - BLOCK_OVERHEAD) | FREE; // not LEFTFREE\n insertBlock(root, spare); // also sets 'back'\n\n // otherwise tag block as no longer FREE and right as no longer LEFTFREE\n } else {\n block.mmInfo = blockInfo & ~FREE;\n GETRIGHT(block).mmInfo &= ~LEFTFREE;\n }\n}\n\n/** Adds more memory to the pool. */\nfunction addMemory(root: Root, start: usize, end: usize): bool {\n if (DEBUG) assert(start <= end); // must be valid\n start = ((start + BLOCK_OVERHEAD + AL_MASK) & ~AL_MASK) - BLOCK_OVERHEAD;\n end &= ~AL_MASK;\n\n var tail = GETTAIL(root);\n var tailInfo: usize = 0;\n if (tail) { // more memory\n if (DEBUG) assert(start >= changetype(tail) + BLOCK_OVERHEAD);\n\n // merge with current tail if adjacent\n const offsetToTail = AL_SIZE;\n if (start - offsetToTail == changetype(tail)) {\n start -= offsetToTail;\n tailInfo = tail.mmInfo;\n } else {\n // We don't do this, but a user might `memory.grow` manually\n // leading to non-adjacent pages managed by TLSF.\n }\n\n } else if (DEBUG) { // first memory\n assert(start >= changetype(root) + ROOT_SIZE); // starts after root\n }\n\n // check if size is large enough for a free block and the tail block\n var size = end - start;\n if (size < BLOCK_OVERHEAD + BLOCK_MINSIZE + BLOCK_OVERHEAD) {\n return false;\n }\n\n // left size is total minus its own and the zero-length tail's header\n var leftSize = size - 2 * BLOCK_OVERHEAD;\n var left = changetype(start);\n left.mmInfo = leftSize | FREE | (tailInfo & LEFTFREE);\n left.prev = null;\n left.next = null;\n\n // tail is a zero-length used block\n tail = changetype(start + BLOCK_OVERHEAD + leftSize);\n tail.mmInfo = 0 | LEFTFREE;\n SETTAIL(root, tail);\n\n insertBlock(root, left); // also merges with free left before tail / sets 'back'\n\n return true;\n}\n\n/** Grows memory to fit at least another block of the specified size. */\nfunction growMemory(root: Root, size: usize): void {\n if (ASC_LOW_MEMORY_LIMIT) {\n unreachable();\n return;\n }\n // Here, both rounding performed in searchBlock ...\n const halfMaxSize = BLOCK_MAXSIZE >> 1;\n if (size < halfMaxSize) { // don't round last fl\n const invRound = (sizeof() * 8 - 1) - SL_BITS;\n size += (1 << (invRound - clz(size))) - 1;\n }\n // and additional BLOCK_OVERHEAD must be taken into account. If we are going\n // to merge with the tail block, that's one time, otherwise it's two times.\n var pagesBefore = memory.size();\n size += BLOCK_OVERHEAD << usize((pagesBefore << 16) - BLOCK_OVERHEAD != changetype(GETTAIL(root)));\n var pagesNeeded = (((size + 0xffff) & ~0xffff) >>> 16);\n var pagesWanted = max(pagesBefore, pagesNeeded); // double memory\n if (memory.grow(pagesWanted) < 0) {\n if (memory.grow(pagesNeeded) < 0) unreachable();\n }\n var pagesAfter = memory.size();\n addMemory(root, pagesBefore << 16, pagesAfter << 16);\n}\n\n/** Computes the size (excl. header) of a block. */\nfunction computeSize(size: usize): usize {\n // Size must be large enough and aligned minus preceeding overhead\n return size <= BLOCK_MINSIZE\n ? BLOCK_MINSIZE\n : ((size + BLOCK_OVERHEAD + AL_MASK) & ~AL_MASK) - BLOCK_OVERHEAD;\n}\n\n/** Prepares and checks an allocation size. */\nfunction prepareSize(size: usize): usize {\n if (size > BLOCK_MAXSIZE) throw new Error(E_ALLOCATION_TOO_LARGE);\n return computeSize(size);\n}\n\n/** Initializes the root structure. */\nfunction initialize(): void {\n if (isDefined(ASC_RTRACE)) oninit(__heap_base);\n var rootOffset = (__heap_base + AL_MASK) & ~AL_MASK;\n var pagesBefore = memory.size();\n var pagesNeeded = ((((rootOffset + ROOT_SIZE) + 0xffff) & ~0xffff) >>> 16);\n if (pagesNeeded > pagesBefore && memory.grow(pagesNeeded - pagesBefore) < 0) unreachable();\n var root = changetype(rootOffset);\n root.flMap = 0;\n SETTAIL(root, changetype(0));\n for (let fl: usize = 0; fl < FL_BITS; ++fl) {\n SETSL(root, fl, 0);\n for (let sl: u32 = 0; sl < SL_SIZE; ++sl) {\n SETHEAD(root, fl, sl, null);\n }\n }\n var memStart = rootOffset + ROOT_SIZE;\n if (ASC_LOW_MEMORY_LIMIT) {\n const memEnd = ASC_LOW_MEMORY_LIMIT & ~AL_MASK;\n if (memStart <= memEnd) addMemory(root, memStart, memEnd);\n else unreachable(); // low memory limit already exceeded\n } else {\n addMemory(root, memStart, memory.size() << 16);\n }\n ROOT = root;\n}\n\n/** Allocates a block of the specified size. */\nexport function allocateBlock(root: Root, size: usize): Block {\n var payloadSize = prepareSize(size);\n var block = searchBlock(root, payloadSize);\n if (!block) {\n growMemory(root, payloadSize);\n block = changetype(searchBlock(root, payloadSize));\n if (DEBUG) assert(block); // must be found now\n }\n if (DEBUG) assert((block.mmInfo & ~TAGS_MASK) >= payloadSize); // must fit\n removeBlock(root, block);\n prepareBlock(root, block, payloadSize);\n if (isDefined(ASC_RTRACE)) onalloc(block);\n return block;\n}\n\n/** Reallocates a block to the specified size. */\nexport function reallocateBlock(root: Root, block: Block, size: usize): Block {\n var payloadSize = prepareSize(size);\n var blockInfo = block.mmInfo;\n var blockSize = blockInfo & ~TAGS_MASK;\n\n // possibly split and update runtime size if it still fits\n if (payloadSize <= blockSize) {\n prepareBlock(root, block, payloadSize);\n if (isDefined(ASC_RTRACE)) {\n if (payloadSize != blockSize) onresize(block, BLOCK_OVERHEAD + blockSize);\n }\n return block;\n }\n\n // merge with right free block if merger is large enough\n var right = GETRIGHT(block);\n var rightInfo = right.mmInfo;\n if (rightInfo & FREE) {\n let mergeSize = blockSize + BLOCK_OVERHEAD + (rightInfo & ~TAGS_MASK);\n if (mergeSize >= payloadSize) {\n removeBlock(root, right);\n block.mmInfo = (blockInfo & TAGS_MASK) | mergeSize;\n prepareBlock(root, block, payloadSize);\n if (isDefined(ASC_RTRACE)) onresize(block, BLOCK_OVERHEAD + blockSize);\n return block;\n }\n }\n\n // otherwise move the block\n return moveBlock(root, block, size);\n}\n\n/** Moves a block to a new one of the specified size. */\nfunction moveBlock(root: Root, block: Block, newSize: usize): Block {\n var newBlock = allocateBlock(root, newSize);\n memory.copy(changetype(newBlock) + BLOCK_OVERHEAD, changetype(block) + BLOCK_OVERHEAD, block.mmInfo & ~TAGS_MASK);\n if (changetype(block) >= __heap_base) {\n if (isDefined(ASC_RTRACE)) onmove(block, newBlock);\n freeBlock(root, block);\n }\n return newBlock;\n}\n\n/** Frees a block. */\nexport function freeBlock(root: Root, block: Block): void {\n if (isDefined(ASC_RTRACE)) onfree(block);\n block.mmInfo = block.mmInfo | FREE;\n insertBlock(root, block);\n}\n\n/** Checks that a used block is valid to be freed or reallocated. */\nfunction checkUsedBlock(ptr: usize): Block {\n var block = changetype(ptr - BLOCK_OVERHEAD);\n assert(\n ptr != 0 && !(ptr & AL_MASK) && // must exist and be aligned\n !(block.mmInfo & FREE) // must be used\n );\n return block;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __alloc(size: usize): usize {\n if (!ROOT) initialize();\n return changetype(allocateBlock(ROOT, size)) + BLOCK_OVERHEAD;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __realloc(ptr: usize, size: usize): usize {\n if (!ROOT) initialize();\n return (ptr < __heap_base\n ? changetype(moveBlock(ROOT, checkUsedBlock(ptr), size))\n : changetype(reallocateBlock(ROOT, checkUsedBlock(ptr), size))\n ) + BLOCK_OVERHEAD;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __free(ptr: usize): void {\n if (ptr < __heap_base) return;\n if (!ROOT) initialize();\n freeBlock(ROOT, checkUsedBlock(ptr));\n}\n","// This file is shared with the compiler and must remain portable\n\n// ╒═══════════════════ Typeinfo interpretation ═══════════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┤ ◄─ __rtti_base\n// │ count │\n// ╞═══════════════════════════════════════════════════════════════╡ ┐\n// │ Typeinfo#flags [id=0] │ id < count\n// ├ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┤\n// │ Typeinfo#base [id=0] │\n// ├───────────────────────────────────────────────────────────────┤\n// │ ... │\n\n/** Runtime type information data structure. */\n@unmanaged\nexport class Typeinfo {\n /** Flags describing the shape of this class type. */\n flags: TypeinfoFlags = TypeinfoFlags.NONE;\n /** Base class id or `0` if none. */\n base: u32 = 0;\n}\n\n/** Runtime type information flags. */\nexport const enum TypeinfoFlags {\n /** No specific flags. */\n NONE = 0,\n /** Type is an `ArrayBufferView`. */\n ARRAYBUFFERVIEW = 1 << 0,\n /** Type is an `Array`. */\n ARRAY = 1 << 1,\n /** Type is a `StaticArray`. */\n STATICARRAY = 1 << 2,\n /** Type is a `Set`. */\n SET = 1 << 3,\n /** Type is a `Map`. */\n MAP = 1 << 4,\n /** Type has no outgoing pointers. */\n POINTERFREE = 1 << 5,\n /** Value alignment of 1 byte. */\n VALUE_ALIGN_0 = 1 << 6,\n /** Value alignment of 2 bytes. */\n VALUE_ALIGN_1 = 1 << 7,\n /** Value alignment of 4 bytes. */\n VALUE_ALIGN_2 = 1 << 8,\n /** Value alignment of 8 bytes. */\n VALUE_ALIGN_3 = 1 << 9,\n /** Value alignment of 16 bytes. */\n VALUE_ALIGN_4 = 1 << 10,\n /** Value is a signed type. */\n VALUE_SIGNED = 1 << 11,\n /** Value is a float type. */\n VALUE_FLOAT = 1 << 12,\n /** Value type is nullable. */\n VALUE_NULLABLE = 1 << 13,\n /** Value type is managed. */\n VALUE_MANAGED = 1 << 14,\n /** Key alignment of 1 byte. */\n KEY_ALIGN_0 = 1 << 15,\n /** Key alignment of 2 bytes. */\n KEY_ALIGN_1 = 1 << 16,\n /** Key alignment of 4 bytes. */\n KEY_ALIGN_2 = 1 << 17,\n /** Key alignment of 8 bytes. */\n KEY_ALIGN_3 = 1 << 18,\n /** Key alignment of 16 bytes. */\n KEY_ALIGN_4 = 1 << 19,\n /** Key is a signed type. */\n KEY_SIGNED = 1 << 20,\n /** Key is a float type. */\n KEY_FLOAT = 1 << 21,\n /** Key type is nullable. */\n KEY_NULLABLE = 1 << 22,\n /** Key type is managed. */\n KEY_MANAGED = 1 << 23\n}\n","import { BLOCK, BLOCK_OVERHEAD, OBJECT_OVERHEAD, OBJECT_MAXSIZE, TOTAL_OVERHEAD, DEBUG, TRACE, RTRACE, PROFILE } from \"./common\";\nimport { onvisit, oncollect, oninterrupt, onyield } from \"./rtrace\";\nimport { TypeinfoFlags } from \"../shared/typeinfo\";\nimport { E_ALLOCATION_TOO_LARGE, E_ALREADY_PINNED, E_NOT_PINNED } from \"../util/error\";\n\n// === ITCMS: An incremental Tri-Color Mark & Sweep garbage collector ===\n// Adapted from Bach Le's μgc, see: https://github.com/bullno1/ugc\n\n// ╒═════════════╤══════════════ Colors ═══════════════════════════╕\n// │ Color │ Meaning │\n// ├─────────────┼─────────────────────────────────────────────────┤\n// │ WHITE* │ Unprocessed │\n// │ BLACK* │ Processed │\n// │ GRAY │ Processed with unprocessed children │\n// │ TRANSPARENT │ Manually pinned (always reachable) │\n// └─────────────┴─────────────────────────────────────────────────┘\n// * flipped between cycles\n\n// @ts-ignore: decorator\n@lazy var white = 0;\n// @ts-ignore: decorator\n@inline const gray = 2;\n// @ts-ignore: decorator\n@inline const transparent = 3;\n// @ts-ignore: decorator\n@inline const COLOR_MASK = 3;\n\n/** Size in memory of all objects currently managed by the GC. */\n// @ts-ignore: decorator\n@lazy var total: usize = 0;\n\n/** Currently transitioning from SWEEP to MARK state. */\n// @ts-ignore: decorator\n@inline const STATE_IDLE = 0;\n/** Currently marking reachable objects. */\n// @ts-ignore: decorator\n@inline const STATE_MARK = 1;\n/** Currently sweeping unreachable objects. */\n// @ts-ignore: decorator\n@inline const STATE_SWEEP = 2;\n/** Current collector state. */\n// @ts-ignore: decorator\n@lazy var state = STATE_IDLE;\n\n// @ts-ignore: decorator\n@lazy var fromSpace = initLazy(changetype(memory.data(offsetof())));\n// @ts-ignore: decorator\n@lazy var toSpace = initLazy(changetype(memory.data(offsetof())));\n// @ts-ignore: decorator\n@lazy var pinSpace = initLazy(changetype(memory.data(offsetof())));\n// @ts-ignore: decorator\n@lazy var iter: Object; // null\n\nfunction initLazy(space: Object): Object {\n space.nextWithColor = changetype(space);\n space.prev = space;\n return space;\n}\n\n/** Visit cookie indicating scanning of an object. */\n// @ts-ignore: decorator\n@inline const VISIT_SCAN = 0;\n\n// ╒═══════════════ Managed object layout (32-bit) ════════════════╕\n// 3 2 1\n// 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 bits\n// ├─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┤\n// │ Memory manager block │\n// ╞═══════════════════════════════════════════════════════════╤═══╡\n// │ next │ C │ = nextWithColor\n// ├───────────────────────────────────────────────────────────┴───┤\n// │ prev │\n// ├───────────────────────────────────────────────────────────────┤\n// │ rtId │\n// ├───────────────────────────────────────────────────────────────┤\n// │ rtSize │\n// ╞>ptr═══════════════════════════════════════════════════════════╡\n// │ ... │\n// C: color\n\n/** Represents a managed object in memory, consisting of a header followed by the object's data. */\n@unmanaged class Object extends BLOCK {\n /** Pointer to the next object with color flags stored in the alignment bits. */\n nextWithColor: usize; // *u32\n /** Pointer to the previous object. */\n prev: Object; // *u32\n /** Runtime id. */\n rtId: u32;\n /** Runtime size. */\n rtSize: u32;\n\n /** Gets the pointer to the next object. */\n get next(): Object {\n return changetype(this.nextWithColor & ~COLOR_MASK);\n }\n\n /** Sets the pointer to the next object. */\n set next(obj: Object) {\n this.nextWithColor = changetype(obj) | (this.nextWithColor & COLOR_MASK);\n }\n\n /** Gets this object's color. */\n get color(): i32 {\n return i32(this.nextWithColor & COLOR_MASK);\n }\n\n /** Sets this object's color. */\n set color(color: i32) {\n this.nextWithColor = (this.nextWithColor & ~COLOR_MASK) | color;\n }\n\n /** Gets the size of this object in memory. */\n get size(): usize {\n return BLOCK_OVERHEAD + (this.mmInfo & ~3);\n }\n\n /** Tests if this object is pointerfree. */\n get isPointerfree(): bool {\n var rtId = this.rtId;\n return rtId <= idof() || (__typeinfo(rtId) & TypeinfoFlags.POINTERFREE) != 0;\n }\n\n /** Unlinks this object from its list. */\n unlink(): void {\n var next = this.next;\n if (next == null) {\n if (DEBUG) assert(this.prev == null && changetype(this) < __heap_base);\n return; // static data not yet linked\n }\n var prev = this.prev;\n if (DEBUG) assert(prev);\n next.prev = prev;\n prev.next = next;\n }\n\n /** Links this object to the specified list, with the given color. */\n linkTo(list: Object, withColor: i32): void {\n let prev = list.prev;\n this.nextWithColor = changetype(list) | withColor;\n this.prev = prev;\n prev.next = this;\n list.prev = this;\n }\n\n /** Marks this object as gray, that is reachable with unscanned children. */\n makeGray(): void {\n if (this == iter) iter = assert(this.prev);\n this.unlink();\n this.linkTo(toSpace, this.isPointerfree ? i32(!white) : gray);\n }\n}\n\n/** Visits all objects considered to be program roots. */\nfunction visitRoots(cookie: u32): void {\n __visit_globals(cookie);\n var pn = pinSpace;\n var iter = pn.next;\n while (iter != pn) {\n if (DEBUG) assert(iter.color == transparent);\n __visit_members(changetype(iter) + TOTAL_OVERHEAD, cookie);\n iter = iter.next;\n }\n}\n\n/** Visits all objects on the stack. */\nfunction visitStack(cookie: u32): void {\n var ptr = __stack_pointer;\n while (ptr < __heap_base) {\n __visit(load(ptr), cookie);\n ptr += sizeof();\n }\n}\n\n/** Performs a single step according to the current state. */\nfunction step(): usize {\n // Magic constants responsible for pause times. Obtained experimentally\n // using the compiler compiling itself. 2048 budget pro run by default.\n const MARKCOST = isDefined(ASC_GC_MARKCOST) ? ASC_GC_MARKCOST : 1;\n const SWEEPCOST = isDefined(ASC_GC_SWEEPCOST) ? ASC_GC_SWEEPCOST : 10;\n var obj: Object;\n switch (state) {\n case STATE_IDLE: {\n state = STATE_MARK;\n visitCount = 0;\n visitRoots(VISIT_SCAN);\n iter = toSpace;\n return visitCount * MARKCOST;\n }\n case STATE_MARK: {\n let black = i32(!white);\n obj = iter.next;\n while (obj != toSpace) {\n iter = obj;\n if (obj.color != black) { // skip already-blacks (pointerfree)\n obj.color = black;\n visitCount = 0;\n __visit_members(changetype(obj) + TOTAL_OVERHEAD, VISIT_SCAN);\n return visitCount * MARKCOST;\n }\n obj = obj.next;\n }\n visitCount = 0;\n visitRoots(VISIT_SCAN);\n obj = iter.next;\n if (obj == toSpace) {\n visitStack(VISIT_SCAN);\n obj = iter.next;\n while (obj != toSpace) {\n if (obj.color != black) {\n obj.color = black;\n __visit_members(changetype(obj) + TOTAL_OVERHEAD, VISIT_SCAN);\n }\n obj = obj.next;\n }\n let from = fromSpace;\n fromSpace = toSpace;\n toSpace = from;\n white = black;\n iter = from.next;\n state = STATE_SWEEP;\n }\n return visitCount * MARKCOST;\n }\n case STATE_SWEEP: {\n obj = iter;\n if (obj != toSpace) {\n iter = obj.next;\n if (DEBUG) assert(obj.color == i32(!white)); // old white\n free(obj);\n return SWEEPCOST;\n }\n toSpace.nextWithColor = changetype(toSpace);\n toSpace.prev = toSpace;\n state = STATE_IDLE;\n break;\n }\n }\n return 0;\n}\n\n/** Frees an object. */\nfunction free(obj: Object): void {\n if (changetype(obj) < __heap_base) {\n obj.nextWithColor = 0; // may become linked again\n obj.prev = changetype(0);\n } else {\n total -= obj.size;\n if (isDefined(__finalize)) {\n __finalize(changetype(obj) + TOTAL_OVERHEAD);\n }\n __free(changetype(obj) + BLOCK_OVERHEAD);\n }\n}\n\n// Garbage collector interface\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __new(size: usize, id: i32): usize {\n if (size >= OBJECT_MAXSIZE) throw new Error(E_ALLOCATION_TOO_LARGE);\n if (total >= threshold) interrupt();\n var obj = changetype(__alloc(OBJECT_OVERHEAD + size) - BLOCK_OVERHEAD);\n obj.rtId = id;\n obj.rtSize = size;\n obj.linkTo(fromSpace, white); // inits next/prev\n total += obj.size;\n var ptr = changetype(obj) + TOTAL_OVERHEAD;\n // may be visited before being fully initialized, so must fill\n memory.fill(ptr, 0, size);\n return ptr;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __renew(oldPtr: usize, size: usize): usize {\n var oldObj = changetype(oldPtr - TOTAL_OVERHEAD);\n // Update object size if its block is large enough\n if (size <= (oldObj.mmInfo & ~3) - OBJECT_OVERHEAD) {\n oldObj.rtSize = size;\n return oldPtr;\n }\n // If not the same object anymore, we have to move it move it due to the\n // shadow stack potentially still referencing the old object\n var newPtr = __new(size, oldObj.rtId);\n memory.copy(newPtr, oldPtr, min(size, oldObj.rtSize));\n return newPtr;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __link(parentPtr: usize, childPtr: usize, expectMultiple: bool): void {\n // Write barrier is unnecessary if non-incremental\n if (!childPtr) return;\n if (DEBUG) assert(parentPtr);\n var child = changetype(childPtr - TOTAL_OVERHEAD);\n if (child.color == white) {\n let parent = changetype(parentPtr - TOTAL_OVERHEAD);\n let parentColor = parent.color;\n if (parentColor == i32(!white)) {\n // Maintain the invariant that no black object may point to a white object.\n if (expectMultiple) {\n // Move the barrier \"backward\". Suitable for containers receiving multiple stores.\n // Avoids a barrier for subsequent objects stored into the same container.\n parent.makeGray();\n } else {\n // Move the barrier \"forward\". Suitable for objects receiving isolated stores.\n child.makeGray();\n }\n } else if (parentColor == transparent && state == STATE_MARK) {\n // Pinned objects are considered 'black' during the mark phase.\n child.makeGray();\n }\n }\n}\n\n// @ts-ignore: decorator\n@lazy var visitCount = 0;\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __visit(ptr: usize, cookie: i32): void {\n if (!ptr) return;\n let obj = changetype(ptr - TOTAL_OVERHEAD);\n if (RTRACE) if (!onvisit(obj)) return;\n if (obj.color == white) {\n obj.makeGray();\n ++visitCount;\n }\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __pin(ptr: usize): usize {\n if (ptr) {\n let obj = changetype(ptr - TOTAL_OVERHEAD);\n if (obj.color == transparent) {\n throw new Error(E_ALREADY_PINNED);\n }\n obj.unlink(); // from fromSpace\n obj.linkTo(pinSpace, transparent);\n }\n return ptr;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __unpin(ptr: usize): void {\n if (!ptr) return;\n var obj = changetype(ptr - TOTAL_OVERHEAD);\n if (obj.color != transparent) {\n throw new Error(E_NOT_PINNED);\n }\n if (state == STATE_MARK) {\n // We may be right at the point after marking roots for the second time and\n // entering the sweep phase, in which case the object would be missed if it\n // is not only pinned but also a root. Make sure it isn't missed.\n obj.makeGray();\n } else {\n obj.unlink();\n obj.linkTo(fromSpace, white);\n }\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nexport function __collect(): void {\n if (TRACE) trace(\"GC (full) at\", 1, total);\n if (state > STATE_IDLE) {\n // finish current cycle\n while (state != STATE_IDLE) step();\n }\n // perform a full cycle\n step();\n while (state != STATE_IDLE) step();\n threshold = (total * IDLEFACTOR / 100) + GRANULARITY;\n if (TRACE) trace(\"GC (full) done at cur/max\", 2, total, memory.size() << 16);\n if (RTRACE || PROFILE) oncollect(total);\n}\n\n// Garbage collector automation\n\n/** How often to interrupt. The default of 1024 means \"interrupt each 1024 bytes allocated\". */\n// @ts-ignore: decorator\n@inline const GRANULARITY: usize = isDefined(ASC_GC_GRANULARITY) ? ASC_GC_GRANULARITY : 1024;\n/** How long to interrupt. The default of 200% means \"run at double the speed of allocations\". */\n// @ts-ignore: decorator\n@inline const STEPFACTOR: usize = isDefined(ASC_GC_SWEEPFACTOR) ? ASC_GC_SWEEPFACTOR : 200;\n/** How long to idle. The default of 200% means \"wait for memory to double before kicking in again\". */\n// @ts-ignore: decorator\n@inline const IDLEFACTOR: usize = isDefined(ASC_GC_IDLEFACTOR) ? ASC_GC_IDLEFACTOR : 200;\n\n/** Threshold of memory used by objects to exceed before interrupting again. */\n// @ts-ignore: decorator\n@lazy var threshold: usize = ((memory.size() << 16) - __heap_base) >> 1;\n\n/** Performs a reasonable amount of incremental GC steps. */\nfunction interrupt(): void {\n if (PROFILE) oninterrupt(total);\n if (TRACE) trace(\"GC (auto) at\", 1, total);\n var budget: isize = GRANULARITY * STEPFACTOR / 100;\n do {\n budget -= step();\n if (state == STATE_IDLE) {\n if (TRACE) trace(\"└ GC (auto) done at cur/max\", 2, total, memory.size() << 16);\n threshold = (total * IDLEFACTOR / 100) + GRANULARITY;\n if (PROFILE) onyield(total);\n return;\n }\n } while (budget > 0);\n if (TRACE) trace(\"└ GC (auto) ongoing at\", 1, total);\n threshold = total + GRANULARITY * usize(total - threshold < GRANULARITY);\n if (PROFILE) onyield(total);\n}\n","import VoxelSpace from \"./VoxelSpace\";\nimport SomaSolution from \"./SomaSolution\";\n\nexport default class SomaSolver {\n private solutionCube: VoxelSpace;\n private dimX: i32;\n private dimY: i32;\n private dimZ: i32;\n private solutions: SomaSolution[] = new Array();\n constructor(dimX: i32, dimY: i32, dimZ: i32) {\n this.dimX = dimX;\n this.dimY = dimY;\n this.dimZ = dimZ;\n this.solutionCube = new VoxelSpace(0, dimX, dimY, dimZ, 0);\n }\n\n solve(polycubes: VoxelSpace[]): void {\n if (polycubes.length === 0) {\n throw new Error(\"You must pass at least one polycube to solve the puzzle.\");\n }\n this.solutions.splice(0, this.solutions.length);\n const combosWithRots: VoxelSpace[][] = new Array>();\n for (let i = 1; i < polycubes.length; i++) {\n combosWithRots.push(polycubes[i].getAllPermutationsInPrism(this.dimX, this.dimY, this.dimZ));\n }\n let combos: VoxelSpace[][] = new Array>();\n combos.push(polycubes[0].getAllPositionsInPrism(this.dimX, this.dimY, this.dimZ));\n combos = combos.concat(combosWithRots);\n this.backtrackSolve(this.solutionCube, combos, new SomaSolution(this.dimX, this.dimY, this.dimZ));\n this.solutions = SomaSolution.filterUnique(this.solutions);\n }\n\n getSolutions(): SomaSolution[] {\n return this.solutions.slice(0, this.solutions.length);\n }\n\n private backtrackSolve(workingSolution: VoxelSpace, polycubes: VoxelSpace[][], currentSoln: SomaSolution, depth: i32 = 0): void {\n const nextCubeGroup = polycubes[0];\n for (let i = 0; i < nextCubeGroup.length; i++) {\n const fusionAttempt = workingSolution.plus(nextCubeGroup[i]);\n if (fusionAttempt) {\n const nextSoln = currentSoln.clone();\n nextSoln.addSpace(nextCubeGroup[i]);\n if (polycubes.length == 1) {\n this.solutions.push(nextSoln);\n currentSoln = new SomaSolution(this.dimX, this.dimY, this.dimZ);\n return;\n } else {\n this.backtrackSolve(fusionAttempt, polycubes.slice(1), nextSoln, depth + 1);\n }\n }\n }\n }\n}","class Extrema {\n constructor(\n public xMax: i32,\n public xMin: i32,\n public yMax: i32,\n public yMin: i32,\n public zMax: i32,\n public zMin: i32,\n ) {}\n}\n\nexport default class VoxelSpace {\n private length: i32;\n private space: i64;\n private id: i32;\n private dimX: i32;\n private dimY: i32;\n private dimZ: i32;\n\n constructor(id: i32, dimx: i32, dimy: i32, dimz: i32, space: i64 = 0, cullEmpty: boolean = false) {\n this.id = id;\n this.length = dimx * dimy * dimz;\n this.dimX = dimx;\n this.dimY = dimy;\n this.dimZ = dimz;\n this.space = space;\n if (cullEmpty) {\n this.cullEmptySpace();\n }\n }\n\n getExtrema(): Extrema {\n const extrema = new Extrema(\n 0,\n this.dimX,\n 0,\n this.dimY,\n 0,\n this.dimZ,\n );\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n const val = this.at(x, y, z);\n if (val) {\n extrema.xMax = Math.max(extrema.xMax, x) as i32;\n extrema.xMin = Math.min(extrema.xMin, x) as i32;\n extrema.yMax = Math.max(extrema.yMax, y) as i32;\n extrema.yMin = Math.min(extrema.yMin, y) as i32;\n extrema.zMax = Math.max(extrema.zMax, z) as i32;\n extrema.zMin = Math.min(extrema.zMin, z) as i32;\n }\n }\n }\n }\n return extrema;\n }\n\n private cullEmptySpace(): void {\n const extrema = this.getExtrema();\n let index: i32 = 0;\n let newSpace: i64 = 0;\n for (let x = extrema.xMin; x <= extrema.xMax; x++) {\n for (let y = extrema.yMin; y <= extrema.yMax; y++) {\n for (let z = extrema.zMin; z <= extrema.zMax; z++) {\n if (this.at(x, y, z)) {\n newSpace |= 1 << index;\n }\n index++;\n }\n }\n }\n this.dimX = extrema.xMax - extrema.xMin + 1;\n this.dimY = extrema.yMax - extrema.yMin + 1;\n this.dimZ = extrema.zMax - extrema.zMin + 1;\n this.space = newSpace;\n }\n\n getId(): i32 {\n return this.id;\n }\n\n getUniqueRotations(): VoxelSpace[] {\n const rotations: VoxelSpace[] = new Array();\n const refSpace = this.clone();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n refSpace.rot90Y();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n refSpace.rot90Y();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n refSpace.rot90Y();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n refSpace.rot90Z();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n refSpace.rot90Z();\n refSpace.rot90Z();\n VoxelSpace.pushNewUniqueSpaces(rotations, refSpace.getXAxisSpins());\n return rotations;\n }\n\n getAllRotations(): VoxelSpace[] {\n let rotations: VoxelSpace[] = new Array();\n const refSpace = this.clone();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n refSpace.rot90Y();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n refSpace.rot90Y();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n refSpace.rot90Y();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n refSpace.rot90Z();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n refSpace.rot90Z();\n refSpace.rot90Z();\n rotations = rotations.concat(refSpace.getXAxisSpins());\n return rotations;\n }\n\n protected static pushNewUniqueSpaces(existingSpaces: VoxelSpace[], newSpaces: VoxelSpace[]): void {\n for (let iNew = 0; iNew < newSpaces.length; iNew++) {\n let matchFound = false;\n for (let iExisting = 0; iExisting < existingSpaces.length; iExisting++) {\n if (newSpaces[iNew].matches(existingSpaces[iExisting])) {\n matchFound = true;\n break;\n }\n }\n if (!matchFound) {\n existingSpaces.push(newSpaces[iNew]);\n }\n }\n }\n\n getAllPositionsInPrism(cubeDimX: i32, cubeDimY: i32, cubeDimZ: i32): VoxelSpace[] {\n const cubePositions: VoxelSpace[] = [];\n if (this.dimX > cubeDimX || this.dimY > cubeDimY || this.dimZ > cubeDimZ) {\n return cubePositions;\n }\n for (let x = 0; x < (cubeDimX - this.dimX + 1); x++) {\n for (let y = 0; y < (cubeDimY - this.dimY + 1); y++) {\n for (let z = 0; z < (cubeDimZ - this.dimZ + 1); z++) {\n const cubePos = new VoxelSpace(this.id, cubeDimX, cubeDimY, cubeDimZ);\n for (let posX = 0; posX < this.dimX; posX++) {\n for (let posY = 0; posY < this.dimY; posY++) {\n for (let posZ = 0; posZ < this.dimZ; posZ++) {\n cubePos.set(x + posX, y + posY, z + posZ, this.at(posX, posY, posZ));\n }\n }\n }\n cubePositions.push(cubePos);\n }\n }\n }\n return cubePositions;\n }\n\n matches(space: VoxelSpace): boolean {\n if (space.dimX !== this.dimX) {\n return false;\n }\n if (space.dimY !== this.dimY) {\n return false;\n }\n if (space.dimZ !== this.dimZ) {\n return false;\n }\n return this.space == space.getRaw();\n }\n\n clone(): VoxelSpace {\n return new VoxelSpace(this.id, this.dimX, this.dimY, this.dimZ, this.getRaw());\n }\n\n private getXAxisSpins(): VoxelSpace[] {\n const rotations: Array = new Array();\n rotations.push(this.clone());\n for (let i = 0; i < 3; i++) {\n rotations.push(rotations[i].rotated90X());\n }\n return rotations;\n }\n\n getRaw(): i64 {\n return this.space;\n }\n\n // [1, 0, 0] [x] [ x]\n // [0, 0, -1] * [y] = [-z]\n // [0, 1, 0] [z] [ y]\n private newIndexRotX(x: i32, y: i32, z: i32): i32 {\n return this.dimZ * this.dimY * x + this.dimY * (this.dimZ - 1 - z) + y;\n }\n\n // [ 0, 0, 1] [x] [ z]\n // [ 0, 1, 0] * [y] = [ y]\n // [-1, 0, 0] [z] [-x]\n private newIndexRotY(x: i32, y: i32, z: i32): i32 {\n return this.dimY * this.dimX * z + this.dimX * y + (this.dimX - 1 - x);\n }\n\n // [0, -1, 0] [x] [-y]\n // [1, 0, 0] * [y] = [ x]\n // [0, 0, 1] [z] [ z]\n private newIndexRotZ(x: i32, y: i32, z: i32): i32 {\n return this.dimX * this.dimZ * (this.dimY - 1 - y) + this.dimZ * x + z;\n }\n\n at(x: i32, y: i32, z: i32): boolean {\n const mask = 1 << (this.dimY * this.dimZ * x + this.dimZ * y + z);\n return (this.space & mask) !== 0;\n }\n\n toggle(x: i32, y: i32, z: i32): void {\n const mask = 1 << this.dimY * this.dimZ * x + this.dimZ * y + z;\n this.space ^= mask;\n }\n\n set(x: i32, y: i32, z: i32, val: boolean): void {\n const mask = 1 << this.dimY * this.dimZ * x + this.dimZ * y + z;\n if (val) {\n this.space |= mask;\n } else {\n this.space &= ~mask;\n }\n }\n\n rotated90X(): VoxelSpace {\n let newSpace = 0;\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n if (this.at(x, y, z)) {\n newSpace |= 1 << this.newIndexRotX(x, y, z);\n }\n }\n }\n }\n return new VoxelSpace(this.id, this.dimX, this.dimZ, this.dimY, newSpace);\n }\n\n rotated90Y(): VoxelSpace {\n let newSpace = 0;\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n if (this.at(x, y, z)) {\n newSpace |= 1 << this.newIndexRotY(x, y, z);\n }\n }\n }\n }\n return new VoxelSpace(this.id, this.dimZ, this.dimY, this.dimX, newSpace);\n }\n\n rotated90Z(): VoxelSpace {\n let newSpace = 0;\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n if (this.at(x, y, z)) {\n newSpace |= 1 << this.newIndexRotZ(x, y, z);\n }\n }\n }\n }\n return new VoxelSpace(this.id, this.dimY, this.dimX, this.dimZ, newSpace);\n }\n\n rot90X(): void {\n const rot = this.rotated90X();\n this.space = rot.getRaw();\n this.dimX = rot.dimX;\n this.dimY = rot.dimY;\n this.dimZ = rot.dimZ;\n }\n\n rot90Y(): void {\n const rot = this.rotated90Y();\n this.space = rot.getRaw();\n this.dimX = rot.dimX;\n this.dimY = rot.dimY;\n this.dimZ = rot.dimZ;\n }\n\n rot90Z(): void {\n const rot = this.rotated90Z();\n this.space = rot.getRaw();\n this.dimX = rot.dimX;\n this.dimY = rot.dimY;\n this.dimZ = rot.dimZ;\n }\n\n plus(space: VoxelSpace): VoxelSpace | null {\n const otherSpace = space.getRaw();\n if ((this.space | otherSpace) == (this.space ^ otherSpace)) {\n return new VoxelSpace(this.id, this.dimX, this.dimY, this.dimZ, otherSpace | this.space);\n }\n return null;\n }\n\n size(): i32 {\n let size = 0;\n for (let x = 0; x < this.dimX; x++) {\n for (let y = 0; y < this.dimY; y++) {\n for (let z = 0; z < this.dimZ; z++) {\n if (this.at(x, y, z)) {\n size++;\n }\n }\n }\n }\n return size;\n }\n\n getAllPermutationsInPrism(prismDimX: i32, prismDimY: i32, prismDimZ: i32): VoxelSpace[] {\n const rotations = this.getUniqueRotations();\n let result = new Array();\n for (let i = 0; i < rotations.length; i++) {\n result = result.concat(rotations[i].getAllPositionsInPrism(prismDimX, prismDimY, prismDimZ));\n }\n return result;\n }\n}","// Common error messages for use across the standard library. Keeping error messages compact\n// and reusing them where possible ensures minimal static data in binaries.\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_INDEXOUTOFRANGE: string = \"Index out of range\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_VALUEOUTOFRANGE: string = \"Value out of range\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_INVALIDLENGTH: string = \"Invalid length\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_ILLEGALGENTYPE: string = \"Illegal generic type\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_EMPTYARRAY: string = \"Array is empty\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_HOLEYARRAY: string = \"Element type must be nullable if array is holey\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_NOTIMPLEMENTED: string = \"Not implemented\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_KEYNOTFOUND: string = \"Key does not exist\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_ALLOCATION_TOO_LARGE: string = \"Allocation too large\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_ALREADY_PINNED: string = \"Object already pinned\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_NOT_PINNED: string = \"Object is not pinned\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_URI_MALFORMED: string = \"URI malformed\";\n\n// @ts-ignore: decorator\n@lazy @inline\nexport const E_INVALIDDATE: string = \"Invalid Date\";\n","import { Typeinfo, TypeinfoFlags } from \"./shared/typeinfo\";\nimport { E_INDEXOUTOFRANGE } from \"./util/error\";\nimport { OBJECT, TOTAL_OVERHEAD } from \"./rt/common\";\nimport { ArrayBufferView } from \"./arraybuffer\";\n\n// @ts-ignore: decorator\n@builtin\nexport declare const __rtti_base: usize;\n\n// @ts-ignore: decorator\n@builtin @unsafe\nexport declare function __visit_globals(cookie: u32): void;\n\n// @ts-ignore: decorator\n@builtin @unsafe\nexport declare function __visit_members(ref: usize, cookie: u32): void;\n\n// @ts-ignore: decorator\n@unsafe\nexport function __typeinfo(id: u32): TypeinfoFlags {\n var ptr = __rtti_base;\n if (id > load(ptr)) throw new Error(E_INDEXOUTOFRANGE);\n return changetype(ptr + sizeof() + id * offsetof()).flags;\n}\n\n// @ts-ignore: decorator\n@unsafe\nexport function __instanceof(ptr: usize, classId: u32): bool { // keyword\n var id = changetype(ptr - TOTAL_OVERHEAD).rtId;\n var rttiBase = __rtti_base;\n if (id <= load(rttiBase)) {\n do if (id == classId) return true;\n while (id = changetype(rttiBase + sizeof() + id * offsetof()).base);\n }\n return false;\n}\n\n// @ts-ignore: decorator\n@unsafe\nexport function __newBuffer(size: usize, id: u32, data: usize = 0): usize {\n var buffer = __new(size, id);\n if (data) memory.copy(buffer, data, size);\n return buffer;\n}\n\n// @ts-ignore: decorator\n@unsafe\nexport function __newArray(length: i32, alignLog2: usize, id: u32, data: usize = 0): usize {\n var bufferSize = length << alignLog2;\n // make sure `buffer` is tracked by the shadow stack\n var buffer = changetype(__newBuffer(bufferSize, idof(), data));\n // ...since allocating the array may trigger GC steps\n var array = __new(offsetof(), id);\n store(array, changetype(buffer), offsetof(\"buffer\"));\n __link(array, changetype(buffer), false);\n store(array, changetype(buffer), offsetof(\"dataStart\"));\n store(array, bufferSize, offsetof(\"byteLength\"));\n store(array, length, offsetof(\"length_\"));\n return array;\n}\n\n// @ts-ignore: decorator\n@global @unsafe\nfunction __tostack(ptr: usize): usize { // eslint-disable-line\n return ptr;\n}\n\n// These are provided by the respective implementation, included as another entry file by asc:\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __alloc(size: usize): usize;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __realloc(ptr: usize, size: usize): usize;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __free(ptr: usize): void;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __new(size: usize, id: u32): usize;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __renew(ptr: usize, size: usize): usize;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __link(parentPtr: usize, childPtr: usize, expectMultiple: bool): void;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __collect(): void;\n\n// // @ts-ignore: decorator\n// @builtin @unsafe\n// export declare function __visit(ptr: usize, cookie: u32): void;\n","import { memcmp, memmove, memset } from \"./util/memory\";\nimport { E_NOTIMPLEMENTED } from \"./util/error\";\n\n/** Memory manager interface. */\nexport namespace memory {\n\n /** Gets the size of the memory in pages. */\n // @ts-ignore: decorator\n @builtin\n export declare function size(): i32;\n\n /** Grows the memory by the given size in pages and returns the previous size in pages. */\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function grow(pages: i32): i32;\n\n /** Fills a section in memory with the specified byte value. */\n // @ts-ignore: decorator\n @unsafe @builtin\n export function fill(dst: usize, c: u8, n: usize): void {\n memset(dst, c, n); // fallback if \"bulk-memory\" isn't enabled\n }\n\n /** Copies a section of memory to another. Has move semantics. */\n // @ts-ignore: decorator\n @unsafe @builtin\n export function copy(dst: usize, src: usize, n: usize): void {\n memmove(dst, src, n); // fallback if \"bulk-memory\" isn't enabled\n }\n\n /** Initializes a memory segment. */\n // @ts-ignore: decorator\n @unsafe\n export function init(segmentIndex: u32, srcOffset: usize, dstOffset: usize, n: usize): void {\n throw new Error(E_NOTIMPLEMENTED);\n }\n\n /** Drops a memory segment. */\n // @ts-ignore: decorator\n @unsafe\n export function drop(segmentIndex: u32): void {\n throw new Error(E_NOTIMPLEMENTED);\n }\n\n /** Repeats a section of memory at a specific address. */\n // @ts-ignore: decorator\n @unsafe\n export function repeat(dst: usize, src: usize, srcLength: usize, count: usize): void {\n var index: usize = 0;\n var total = srcLength * count;\n while (index < total) {\n memory.copy(dst + index, src, srcLength);\n index += srcLength;\n }\n }\n\n /** Compares a section of memory to another. */\n // @ts-ignore: decorator\n @inline\n export function compare(vl: usize, vr: usize, n: usize): i32 {\n return memcmp(vl, vr, n);\n }\n\n /** Gets a pointer to a static chunk of memory of the given size. */\n // @ts-ignore: decorator\n @builtin\n export declare function data(size: T, align?: i32): usize;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare const __data_end: usize;\n\n// @ts-ignore: decorator\n@builtin\nexport declare var __stack_pointer: usize;\n\n// @ts-ignore: decorator\n@builtin\nexport declare const __heap_base: usize;\n\n/** Heap memory interface. */\nexport namespace heap {\n\n /** Allocates a chunk of memory of at least the specified size. */\n // @ts-ignore: decorator\n @unsafe export function alloc(size: usize): usize {\n return __alloc(size);\n }\n\n /** Reallocates a chunk of memory to have at least the specified size. */\n // @ts-ignore: decorator\n @unsafe export function realloc(ptr: usize, size: usize): usize {\n return __realloc(ptr, size);\n }\n\n /** Frees a chunk of memory. Does hardly anything (most recent block only) with the stub runtime. */\n // @ts-ignore: decorator\n @unsafe export function free(ptr: usize): void {\n __free(ptr);\n }\n\n /** Dangerously resets the entire heap. Specific to the stub runtime. */\n // @ts-ignore: decorator\n @unsafe export function reset(): void {\n if (isDefined(__reset)) {\n __reset();\n } else {\n throw new Error(E_NOTIMPLEMENTED);\n }\n }\n}\n","export function memcpy(dest: usize, src: usize, n: usize): void { // see: musl/src/string/memcpy.c\n var w: u32, x: u32;\n\n // copy 1 byte each until src is aligned to 4 bytes\n while (n && (src & 3)) {\n store(dest++, load(src++));\n n--;\n }\n\n // if dst is aligned to 4 bytes as well, copy 4 bytes each\n if ((dest & 3) == 0) {\n while (n >= 16) {\n store(dest , load(src ));\n store(dest + 4, load(src + 4));\n store(dest + 8, load(src + 8));\n store(dest + 12, load(src + 12));\n src += 16; dest += 16; n -= 16;\n }\n if (n & 8) {\n store(dest , load(src ));\n store(dest + 4, load(src + 4));\n dest += 8; src += 8;\n }\n if (n & 4) {\n store(dest, load(src));\n dest += 4; src += 4;\n }\n if (n & 2) { // drop to 2 bytes each\n store(dest, load(src));\n dest += 2; src += 2;\n }\n if (n & 1) { // drop to 1 byte\n store(dest++, load(src++));\n }\n return;\n }\n\n // if dst is not aligned to 4 bytes, use alternating shifts to copy 4 bytes each\n // doing shifts if faster when copying enough bytes (here: 32 or more)\n if (n >= 32) {\n switch (dest & 3) {\n // known to be != 0\n case 1: {\n w = load(src);\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n n -= 3;\n while (n >= 17) {\n x = load(src + 1);\n store(dest, w >> 24 | x << 8);\n w = load(src + 5);\n store(dest + 4, x >> 24 | w << 8);\n x = load(src + 9);\n store(dest + 8, w >> 24 | x << 8);\n w = load(src + 13);\n store(dest + 12, x >> 24 | w << 8);\n src += 16; dest += 16; n -= 16;\n }\n break;\n }\n case 2: {\n w = load(src);\n store(dest++, load(src++));\n store(dest++, load(src++));\n n -= 2;\n while (n >= 18) {\n x = load(src + 2);\n store(dest, w >> 16 | x << 16);\n w = load(src + 6);\n store(dest + 4, x >> 16 | w << 16);\n x = load(src + 10);\n store(dest + 8, w >> 16 | x << 16);\n w = load(src + 14);\n store(dest + 12, x >> 16 | w << 16);\n src += 16; dest += 16; n -= 16;\n }\n break;\n }\n case 3: {\n w = load(src);\n store(dest++, load(src++));\n n -= 1;\n while (n >= 19) {\n x = load(src + 3);\n store(dest, w >> 8 | x << 24);\n w = load(src + 7);\n store(dest + 4, x >> 8 | w << 24);\n x = load(src + 11);\n store(dest + 8, w >> 8 | x << 24);\n w = load(src + 15);\n store(dest + 12, x >> 8 | w << 24);\n src += 16; dest += 16; n -= 16;\n }\n break;\n }\n }\n }\n\n // copy remaining bytes one by one\n if (n & 16) {\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n }\n if (n & 8) {\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n }\n if (n & 4) {\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n store(dest++, load(src++));\n }\n if (n & 2) {\n store(dest++, load(src++));\n store(dest++, load(src++));\n }\n if (n & 1) {\n store(dest++, load(src++));\n }\n}\n\n// @ts-ignore: decorator\n@inline\nexport function memmove(dest: usize, src: usize, n: usize): void { // see: musl/src/string/memmove.c\n if (dest === src) return;\n if (ASC_SHRINK_LEVEL < 1) {\n if (src - dest - n <= -(n << 1)) {\n memcpy(dest, src, n);\n return;\n }\n }\n if (dest < src) {\n if (ASC_SHRINK_LEVEL < 2) {\n if ((src & 7) == (dest & 7)) {\n while (dest & 7) {\n if (!n) return;\n --n;\n store(dest++, load(src++));\n }\n while (n >= 8) {\n store(dest, load(src));\n n -= 8;\n dest += 8;\n src += 8;\n }\n }\n }\n while (n) {\n store(dest++, load(src++));\n --n;\n }\n } else {\n if (ASC_SHRINK_LEVEL < 2) {\n if ((src & 7) == (dest & 7)) {\n while ((dest + n) & 7) {\n if (!n) return;\n store(dest + --n, load(src + n));\n }\n while (n >= 8) {\n n -= 8;\n store(dest + n, load(src + n));\n }\n }\n }\n while (n) {\n store(dest + --n, load(src + n));\n }\n }\n}\n\n// @ts-ignore: decorator\n@inline\nexport function memset(dest: usize, c: u8, n: usize): void { // see: musl/src/string/memset\n if (ASC_SHRINK_LEVEL > 1) {\n while (n) {\n store(dest++, c);\n --n;\n }\n } else {\n // fill head and tail with minimal branching\n if (!n) return;\n let dend = dest + n;\n store(dest, c);\n store(dend - 1, c);\n if (n <= 2) return;\n store(dest, c, 1);\n store(dest, c, 2);\n store(dend - 2, c);\n store(dend - 3, c);\n if (n <= 6) return;\n store(dest, c, 3);\n store(dend - 4, c);\n if (n <= 8) return;\n\n // advance pointer to align it at 4-byte boundary\n let k: usize = -dest & 3;\n dest += k;\n n -= k;\n n &= -4;\n\n let c32: u32 = -1 / 255 * c;\n\n // fill head/tail up to 28 bytes each in preparation\n dend = dest + n;\n store(dest, c32);\n store(dend - 4, c32);\n if (n <= 8) return;\n store(dest, c32, 4);\n store(dest, c32, 8);\n store(dend - 12, c32);\n store(dend - 8, c32);\n if (n <= 24) return;\n store(dest, c32, 12);\n store(dest, c32, 16);\n store(dest, c32, 20);\n store(dest, c32, 24);\n store(dend - 28, c32);\n store(dend - 24, c32);\n store(dend - 20, c32);\n store(dend - 16, c32);\n\n // align to a multiple of 8\n k = 24 + (dest & 4);\n dest += k;\n n -= k;\n\n // copy 32 bytes each\n let c64: u64 = c32 | (c32 << 32);\n while (n >= 32) {\n store(dest, c64);\n store(dest, c64, 8);\n store(dest, c64, 16);\n store(dest, c64, 24);\n n -= 32;\n dest += 32;\n }\n }\n}\n\n// @ts-ignore: decorator\n@inline\nexport function memcmp(vl: usize, vr: usize, n: usize): i32 {\n if (vl == vr) return 0;\n if (ASC_SHRINK_LEVEL < 2) {\n if ((vl & 7) == (vr & 7)) {\n while (vl & 7) {\n if (!n) return 0;\n let a = load(vl);\n let b = load(vr);\n if (a != b) return a - b;\n n--; vl++; vr++;\n }\n while (n >= 8) {\n if (load(vl) != load(vr)) break;\n vl += 8;\n vr += 8;\n n -= 8;\n }\n }\n }\n while (n--) {\n let a = load(vl);\n let b = load(vr);\n if (a != b) return a - b;\n vl++; vr++;\n }\n return 0;\n}\n","//\n// Lookup data for exp2f\n//\n\n// @ts-ignore: decorator\n@inline const EXP2F_TABLE_BITS = 5;\n\n// @ts-ignore: decorator\n@lazy @inline const EXP2F_DATA_TAB = memory.data([\n // exp2f_data_tab[i] = uint(2^(i/N)) - (i << 52-BITS)\n // used for computing 2^(k/N) for an int |k| < 150 N as\n // double(tab[k%N] + (k << 52-BITS))\n 0x3FF0000000000000, 0x3FEFD9B0D3158574, 0x3FEFB5586CF9890F, 0x3FEF9301D0125B51,\n 0x3FEF72B83C7D517B, 0x3FEF54873168B9AA, 0x3FEF387A6E756238, 0x3FEF1E9DF51FDEE1,\n 0x3FEF06FE0A31B715, 0x3FEEF1A7373AA9CB, 0x3FEEDEA64C123422, 0x3FEECE086061892D,\n 0x3FEEBFDAD5362A27, 0x3FEEB42B569D4F82, 0x3FEEAB07DD485429, 0x3FEEA47EB03A5585,\n 0x3FEEA09E667F3BCD, 0x3FEE9F75E8EC5F74, 0x3FEEA11473EB0187, 0x3FEEA589994CCE13,\n 0x3FEEACE5422AA0DB, 0x3FEEB737B0CDC5E5, 0x3FEEC49182A3F090, 0x3FEED503B23E255D,\n 0x3FEEE89F995AD3AD, 0x3FEEFF76F2FB5E47, 0x3FEF199BDD85529C, 0x3FEF3720DCEF9069,\n 0x3FEF5818DCFBA487, 0x3FEF7C97337B9B5F, 0x3FEFA4AFA2A490DA, 0x3FEFD0765B6E4540\n]);\n\n// ULP error: 0.502 (nearest rounding.)\n// Relative error: 1.69 * 2^-34 in [-1/64, 1/64] (before rounding.)\n// Wrong count: 168353 (all nearest rounding wrong results with fma.)\n// @ts-ignore: decorator\n@inline\nexport function exp2f_lut(x: f32): f32 {\n const\n N = 1 << EXP2F_TABLE_BITS,\n N_MASK = N - 1,\n shift = reinterpret(0x4338000000000000) / N, // 0x1.8p+52\n Ox127f = reinterpret(0x7F000000);\n\n const\n C0 = reinterpret(0x3FAC6AF84B912394), // 0x1.c6af84b912394p-5\n C1 = reinterpret(0x3FCEBFCE50FAC4F3), // 0x1.ebfce50fac4f3p-3\n C2 = reinterpret(0x3FE62E42FF0C52D6); // 0x1.62e42ff0c52d6p-1\n\n var xd = x;\n var ix = reinterpret(x);\n var ux = ix >> 20 & 0x7FF;\n if (ux >= 0x430) {\n // |x| >= 128 or x is nan.\n if (ix == 0xFF800000) return 0; // x == -Inf -> 0\n if (ux >= 0x7F8) return x + x; // x == Inf/NaN -> Inf/NaN\n if (x > 0) return x * Ox127f; // x > 0 -> HugeVal (Owerflow)\n if (x <= -150) return 0; // x <= -150 -> 0 (Underflow)\n }\n\n // x = k/N + r with r in [-1/(2N), 1/(2N)] and int k.\n var kd = xd + shift;\n var ki = reinterpret(kd);\n var r = xd - (kd - shift);\n var t: u64, y: f64, s: f64;\n\n // exp2(x) = 2^(k/N) * 2^r ~= s * (C0*r^3 + C1*r^2 + C2*r + 1)\n t = load(EXP2F_DATA_TAB + ((ki & N_MASK) << alignof()));\n t += ki << (52 - EXP2F_TABLE_BITS);\n s = reinterpret(t);\n y = C2 * r + 1;\n y += (C0 * r + C1) * (r * r);\n y *= s;\n\n return y;\n}\n\n// ULP error: 0.502 (nearest rounding.)\n// Relative error: 1.69 * 2^-34 in [-ln2/64, ln2/64] (before rounding.)\n// Wrong count: 170635 (all nearest rounding wrong results with fma.)\n// @ts-ignore: decorator\n@inline\nexport function expf_lut(x: f32): f32 {\n const\n N = 1 << EXP2F_TABLE_BITS,\n N_MASK = N - 1,\n shift = reinterpret(0x4338000000000000), // 0x1.8p+52\n InvLn2N = reinterpret(0x3FF71547652B82FE) * N, // 0x1.71547652b82fep+0\n Ox1p127f = reinterpret(0x7F000000);\n\n const\n C0 = reinterpret(0x3FAC6AF84B912394) / N / N / N, // 0x1.c6af84b912394p-5\n C1 = reinterpret(0x3FCEBFCE50FAC4F3) / N / N, // 0x1.ebfce50fac4f3p-3\n C2 = reinterpret(0x3FE62E42FF0C52D6) / N; // 0x1.62e42ff0c52d6p-1\n\n var xd = x;\n var ix = reinterpret(x);\n var ux = ix >> 20 & 0x7FF;\n if (ux >= 0x42B) {\n // |x| >= 88 or x is nan.\n if (ix == 0xFF800000) return 0; // x == -Inf -> 0\n if (ux >= 0x7F8) return x + x; // x == Inf/NaN -> Inf/NaN\n if (x > reinterpret(0x42B17217)) return x * Ox1p127f; // x > log(0x1p128) ~= 88.72 -> HugeVal (Owerflow)\n if (x < reinterpret(0xC2CFF1B4)) return 0; // x < log(0x1p-150) ~= -103.97 -> 0 (Underflow)\n }\n\n // x*N/Ln2 = k + r with r in [-1/2, 1/2] and int k.\n var z = InvLn2N * xd;\n\n // Round and convert z to int, the result is in [-150*N, 128*N] and\n // ideally ties-to-even rule is used, otherwise the magnitude of r\n // can be bigger which gives larger approximation error.\n var kd = (z + shift);\n var ki = reinterpret(kd);\n var r = z - (kd - shift);\n var s: f64, y: f64, t: u64;\n\n // exp(x) = 2^(k/N) * 2^(r/N) ~= s * (C0*r^3 + C1*r^2 + C2*r + 1)\n t = load(EXP2F_DATA_TAB + ((ki & N_MASK) << alignof()));\n t += ki << (52 - EXP2F_TABLE_BITS);\n s = reinterpret(t);\n z = C0 * r + C1;\n y = C2 * r + 1;\n y += z * (r * r);\n y *= s;\n\n return y;\n}\n\n//\n// Lookup data for log2f\n//\n\n// @ts-ignore: decorator\n@inline const LOG2F_TABLE_BITS = 4;\n\n// @ts-ignore: decorator\n@lazy @inline const LOG2F_DATA_TAB = memory.data([\n reinterpret(0x3FF661EC79F8F3BE), reinterpret(0xBFDEFEC65B963019), // 0x1.661ec79f8f3bep+0, -0x1.efec65b963019p-2,\n reinterpret(0x3FF571ED4AAF883D), reinterpret(0xBFDB0B6832D4FCA4), // 0x1.571ed4aaf883dp+0, -0x1.b0b6832d4fca4p-2,\n reinterpret(0x3FF49539F0F010B0), reinterpret(0xBFD7418B0A1FB77B), // 0x1.49539f0f010bp+0 , -0x1.7418b0a1fb77bp-2,\n reinterpret(0x3FF3C995B0B80385), reinterpret(0xBFD39DE91A6DCF7B), // 0x1.3c995b0b80385p+0, -0x1.39de91a6dcf7bp-2,\n reinterpret(0x3FF30D190C8864A5), reinterpret(0xBFD01D9BF3F2B631), // 0x1.30d190c8864a5p+0, -0x1.01d9bf3f2b631p-2,\n reinterpret(0x3FF25E227B0B8EA0), reinterpret(0xBFC97C1D1B3B7AF0), // 0x1.25e227b0b8eap+0 , -0x1.97c1d1b3b7afp-3 ,\n reinterpret(0x3FF1BB4A4A1A343F), reinterpret(0xBFC2F9E393AF3C9F), // 0x1.1bb4a4a1a343fp+0, -0x1.2f9e393af3c9fp-3,\n reinterpret(0x3FF12358F08AE5BA), reinterpret(0xBFB960CBBF788D5C), // 0x1.12358f08ae5bap+0, -0x1.960cbbf788d5cp-4,\n reinterpret(0x3FF0953F419900A7), reinterpret(0xBFAA6F9DB6475FCE), // 0x1.0953f419900a7p+0, -0x1.a6f9db6475fcep-5,\n reinterpret(0x3FF0000000000000), 0, // 0x1p+0, 0x0,\n reinterpret(0x3FEE608CFD9A47AC), reinterpret(0x3FB338CA9F24F53D), // 0x1.e608cfd9a47acp-1, 0x1.338ca9f24f53dp-4,\n reinterpret(0x3FECA4B31F026AA0), reinterpret(0x3FC476A9543891BA), // 0x1.ca4b31f026aap-1 , 0x1.476a9543891bap-3,\n reinterpret(0x3FEB2036576AFCE6), reinterpret(0x3FCE840B4AC4E4D2), // 0x1.b2036576afce6p-1, 0x1.e840b4ac4e4d2p-3,\n reinterpret(0x3FE9C2D163A1AA2D), reinterpret(0x3FD40645F0C6651C), // 0x1.9c2d163a1aa2dp-1, 0x1.40645f0c6651cp-2,\n reinterpret(0x3FE886E6037841ED), reinterpret(0x3FD88E9C2C1B9FF8), // 0x1.886e6037841edp-1, 0x1.88e9c2c1b9ff8p-2,\n reinterpret(0x3FE767DCF5534862), reinterpret(0x3FDCE0A44EB17BCC) // 0x1.767dcf5534862p-1, 0x1.ce0a44eb17bccp-2\n]);\n\n// ULP error: 0.752 (nearest rounding.)\n// Relative error: 1.9 * 2^-26 (before rounding.)\n// @ts-ignore: decorator\n@inline\nexport function log2f_lut(x: f32): f32 {\n const\n N_MASK = (1 << LOG2F_TABLE_BITS) - 1,\n Ox1p23f = reinterpret(0x4B000000); // 0x1p23f\n\n const\n A0 = reinterpret(0xBFD712B6F70A7E4D), // -0x1.712b6f70a7e4dp-2\n A1 = reinterpret(0x3FDECABF496832E0), // 0x1.ecabf496832ep-2\n A2 = reinterpret(0xBFE715479FFAE3DE), // -0x1.715479ffae3dep-1\n A3 = reinterpret(0x3FF715475F35C8B8); // 0x1.715475f35c8b8p0\n\n var ux = reinterpret(x);\n // Fix sign of zero with downward rounding when x==1.\n // if (WANT_ROUNDING && predict_false(ix == 0x3f800000)) return 0;\n if (ux - 0x00800000 >= 0x7F800000 - 0x00800000) {\n // x < 0x1p-126 or inf or nan.\n if (ux * 2 == 0) return -Infinity;\n if (ux == 0x7F800000) return x; // log2(inf) == inf.\n if ((ux >> 31) || ux * 2 >= 0xFF000000) return (x - x) / (x - x);\n // x is subnormal, normalize it.\n ux = reinterpret(x * Ox1p23f);\n ux -= 23 << 23;\n }\n // x = 2^k z; where z is in range [OFF,2*OFF] and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ux - 0x3F330000;\n var i = (tmp >> (23 - LOG2F_TABLE_BITS)) & N_MASK;\n var top = tmp & 0xFF800000;\n var iz = ux - top;\n var k = tmp >> 23;\n\n var invc = load(LOG2F_DATA_TAB + (i << (1 + alignof())), 0 << alignof());\n var logc = load(LOG2F_DATA_TAB + (i << (1 + alignof())), 1 << alignof());\n var z = reinterpret(iz);\n\n // log2(x) = log1p(z/c-1)/ln2 + log2(c) + k\n var r = z * invc - 1;\n var y0 = logc + k;\n\n // Pipelined polynomial evaluation to approximate log1p(r)/ln2.\n var y = A1 * r + A2;\n var p = A3 * r + y0;\n var r2 = r * r;\n y += A0 * r2;\n y = y * r2 + p;\n\n return y;\n}\n\n//\n// Lookup data for logf. See: https://git.musl-libc.org/cgit/musl/tree/src/math/logf.c\n//\n\n// @ts-ignore: decorator\n@inline const LOGF_TABLE_BITS = 4;\n\n// @ts-ignore: decorator\n@lazy @inline const LOGF_DATA_TAB = memory.data([\n reinterpret(0x3FF661EC79F8F3BE), reinterpret(0xBFD57BF7808CAADE), // 0x1.661ec79f8f3bep+0, -0x1.57bf7808caadep-2,\n reinterpret(0x3FF571ED4AAF883D), reinterpret(0xBFD2BEF0A7C06DDB), // 0x1.571ed4aaf883dp+0, -0x1.2bef0a7c06ddbp-2,\n reinterpret(0x3FF49539F0F010B0), reinterpret(0xBFD01EAE7F513A67), // 0x1.49539f0f010bp+0 , -0x1.01eae7f513a67p-2,\n reinterpret(0x3FF3C995B0B80385), reinterpret(0xBFCB31D8A68224E9), // 0x1.3c995b0b80385p+0, -0x1.b31d8a68224e9p-3,\n reinterpret(0x3FF30D190C8864A5), reinterpret(0xBFC6574F0AC07758), // 0x1.30d190c8864a5p+0, -0x1.6574f0ac07758p-3,\n reinterpret(0x3FF25E227B0B8EA0), reinterpret(0xBFC1AA2BC79C8100), // 0x1.25e227b0b8eap+0 , -0x1.1aa2bc79c81p-3 ,\n reinterpret(0x3FF1BB4A4A1A343F), reinterpret(0xBFBA4E76CE8C0E5E), // 0x1.1bb4a4a1a343fp+0, -0x1.a4e76ce8c0e5ep-4,\n reinterpret(0x3FF12358F08AE5BA), reinterpret(0xBFB1973C5A611CCC), // 0x1.12358f08ae5bap+0, -0x1.1973c5a611cccp-4,\n reinterpret(0x3FF0953F419900A7), reinterpret(0xBFA252F438E10C1E), // 0x1.0953f419900a7p+0, -0x1.252f438e10c1ep-5,\n reinterpret(0x3FF0000000000000), 0, // 0x1p+0, 0,\n reinterpret(0x3FEE608CFD9A47AC), reinterpret(0x3FAAA5AA5DF25984), // 0x1.e608cfd9a47acp-1, 0x1.aa5aa5df25984p-5,\n reinterpret(0x3FECA4B31F026AA0), reinterpret(0x3FBC5E53AA362EB4), // 0x1.ca4b31f026aap-1 , 0x1.c5e53aa362eb4p-4,\n reinterpret(0x3FEB2036576AFCE6), reinterpret(0x3FC526E57720DB08), // 0x1.b2036576afce6p-1, 0x1.526e57720db08p-3,\n reinterpret(0x3FE9C2D163A1AA2D), reinterpret(0x3FCBC2860D224770), // 0x1.9c2d163a1aa2dp-1, 0x1.bc2860d22477p-3 ,\n reinterpret(0x3FE886E6037841ED), reinterpret(0x3FD1058BC8A07EE1), // 0x1.886e6037841edp-1, 0x1.1058bc8a07ee1p-2,\n reinterpret(0x3FE767DCF5534862), reinterpret(0x3FD4043057B6EE09) // 0x1.767dcf5534862p-1, 0x1.4043057b6ee09p-2\n]);\n\n// ULP error: 0.818 (nearest rounding.)\n// Relative error: 1.957 * 2^-26 (before rounding.)\n// @ts-ignore: decorator\n@inline\nexport function logf_lut(x: f32): f32 {\n const\n N_MASK = (1 << LOGF_TABLE_BITS) - 1,\n Ox1p23f = reinterpret(0x4B000000); // 0x1p23f\n\n const\n Ln2 = reinterpret(0x3FE62E42FEFA39EF), // 0x1.62e42fefa39efp-1;\n A0 = reinterpret(0xBFD00EA348B88334), // -0x1.00ea348b88334p-2\n A1 = reinterpret(0x3FD5575B0BE00B6A), // 0x1.5575b0be00b6ap-2\n A2 = reinterpret(0xBFDFFFFEF20A4123); // -0x1.ffffef20a4123p-2\n\n var ux = reinterpret(x);\n // Fix sign of zero with downward rounding when x==1.\n // if (WANT_ROUNDING && ux == 0x3f800000) return 0;\n if (ux - 0x00800000 >= 0x7F800000 - 0x00800000) {\n // x < 0x1p-126 or inf or nan.\n if ((ux << 1) == 0) return -Infinity;\n if (ux == 0x7F800000) return x; // log(inf) == inf.\n if ((ux >> 31) || (ux << 1) >= 0xFF000000) return (x - x) / (x - x);\n // x is subnormal, normalize it.\n ux = reinterpret(x * Ox1p23f);\n ux -= 23 << 23;\n }\n // x = 2^k z; where z is in range [OFF,2*OFF] and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ux - 0x3F330000;\n var i = (tmp >> (23 - LOGF_TABLE_BITS)) & N_MASK;\n var k = tmp >> 23;\n var iz = ux - (tmp & 0x1FF << 23);\n\n var invc = load(LOGF_DATA_TAB + (i << (1 + alignof())), 0 << alignof());\n var logc = load(LOGF_DATA_TAB + (i << (1 + alignof())), 1 << alignof());\n\n var z = reinterpret(iz);\n\n // log(x) = log1p(z/c-1) + log(c) + k*Ln2\n var r = z * invc - 1;\n var y0 = logc + k * Ln2;\n\n // Pipelined polynomial evaluation to approximate log1p(r).\n var r2 = r * r;\n var y = A1 * r + A2;\n y += A0 * r2;\n y = y * r2 + (y0 + r);\n\n return y;\n}\n\n//\n// Lookup data for powf. See: https://git.musl-libc.org/cgit/musl/tree/src/math/powf.c\n//\n\n// @ts-ignore: decorator\n@inline\nfunction zeroinfnanf(ux: u32): bool {\n return (ux << 1) - 1 >= (0x7f800000 << 1) - 1;\n}\n\n// Returns 0 if not int, 1 if odd int, 2 if even int. The argument is\n// the bit representation of a non-zero finite floating-point value.\n// @ts-ignore: decorator\n@inline\nfunction checkintf(iy: u32): i32 {\n var e = iy >> 23 & 0xFF;\n if (e < 0x7F ) return 0;\n if (e > 0x7F + 23) return 2;\n e = 1 << (0x7F + 23 - e);\n if (iy & (e - 1)) return 0;\n if (iy & e ) return 1;\n return 2;\n}\n\n// Subnormal input is normalized so ix has negative biased exponent.\n// Output is multiplied by N (POWF_SCALE) if TOINT_INTRINICS is set.\n// @ts-ignore: decorator\n@inline\nfunction log2f_inline(ux: u32): f64 {\n const N_MASK = (1 << LOG2F_TABLE_BITS) - 1;\n\n const\n A0 = reinterpret(0x3FD27616C9496E0B), // 0x1.27616c9496e0bp-2\n A1 = reinterpret(0xBFD71969A075C67A), // -0x1.71969a075c67ap-2\n A2 = reinterpret(0x3FDEC70A6CA7BADD), // 0x1.ec70a6ca7baddp-2\n A3 = reinterpret(0xBFE7154748BEF6C8), // -0x1.7154748bef6c8p-1\n A4 = reinterpret(0x3FF71547652AB82B); // 0x1.71547652ab82bp+0\n\n // x = 2^k z; where z is in range [OFF,2*OFF] and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ux - 0x3F330000;\n var i = ((tmp >> (23 - LOG2F_TABLE_BITS)) & N_MASK);\n var top = tmp & 0xFF800000;\n var uz = ux - top;\n var k = (top >> 23);\n\n var invc = load(LOG2F_DATA_TAB + (i << (1 + alignof())), 0 << alignof());\n var logc = load(LOG2F_DATA_TAB + (i << (1 + alignof())), 1 << alignof());\n var z = reinterpret(uz);\n\n // log2(x) = log1p(z/c-1)/ln2 + log2(c) + k\n var r = z * invc - 1;\n var y0 = logc + k;\n\n // Pipelined polynomial evaluation to approximate log1p(r)/ln2.\n var y = A0 * r + A1;\n var p = A2 * r + A3;\n var q = A4 * r + y0;\n\n r *= r;\n q += p * r;\n y = y * (r * r) + q;\n\n return y;\n}\n\n// The output of log2 and thus the input of exp2 is either scaled by N\n// (in case of fast toint intrinsics) or not. The unscaled xd must be\n// in [-1021,1023], sign_bias sets the sign of the result.\n// @ts-ignore: decorator\n@inline\nfunction exp2f_inline(xd: f64, signBias: u32): f32 {\n const\n N = 1 << EXP2F_TABLE_BITS,\n N_MASK = N - 1,\n shift = reinterpret(0x4338000000000000) / N; // 0x1.8p+52\n\n const\n C0 = reinterpret(0x3FAC6AF84B912394), // 0x1.c6af84b912394p-5\n C1 = reinterpret(0x3FCEBFCE50FAC4F3), // 0x1.ebfce50fac4f3p-3\n C2 = reinterpret(0x3FE62E42FF0C52D6); // 0x1.62e42ff0c52d6p-1\n\n // x = k/N + r with r in [-1/(2N), 1/(2N)]\n var kd = (xd + shift);\n var ki = reinterpret(kd);\n var r = xd - (kd - shift);\n var t: u64, z: f64, y: f64, s: f64;\n\n // exp2(x) = 2^(k/N) * 2^r ~= s * (C0*r^3 + C1*r^2 + C2*r + 1)\n t = load(EXP2F_DATA_TAB + ((ki & N_MASK) << alignof()));\n t += (ki + signBias) << (52 - EXP2F_TABLE_BITS);\n s = reinterpret(t);\n z = C0 * r + C1;\n y = C2 * r + 1;\n y += z * (r * r);\n y *= s;\n return y;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction xflowf(sign: u32, y: f32): f32 {\n return select(-y, y, sign) * y;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction oflowf(sign: u32): f32 {\n return xflowf(sign, reinterpret(0x70000000)); // 0x1p97f\n}\n\n// @ts-ignore: decorator\n@inline\nfunction uflowf(sign: u32): f32 {\n return xflowf(sign, reinterpret(0x10000000)); // 0x1p-95f\n}\n\n// @ts-ignore: decorator\n@inline\nexport function powf_lut(x: f32, y: f32): f32 {\n const\n Ox1p23f = reinterpret(0x4B000000), // 0x1p23f\n UPPER_LIMIT = reinterpret(0x405FFFFFFFD1D571), // 0x1.fffffffd1d571p+6\n LOWER_LIMIT = -150.0,\n SIGN_BIAS = 1 << (EXP2F_TABLE_BITS + 11);\n\n var signBias: u32 = 0;\n var ix = reinterpret(x);\n var iy = reinterpret(y);\n var ny = 0;\n\n if (i32(ix - 0x00800000 >= 0x7f800000 - 0x00800000) | (ny = i32(zeroinfnanf(iy)))) {\n // Either (x < 0x1p-126 or inf or nan) or (y is 0 or inf or nan).\n if (ny) {\n if ((iy << 1) == 0) return 1.0;\n if (ix == 0x3F800000) return NaN; // original: 1.0\n if ((ix << 1) > (0x7F800000 << 1) || (iy << 1) > (0x7F800000 << 1)) return x + y;\n if ((ix << 1) == (0x3F800000 << 1)) return NaN; // original: 1.0\n if (((ix << 1) < (0x3F800000 << 1)) == !(iy >> 31)) return 0; // |x| < 1 && y==inf or |x| > 1 && y==-inf.\n return y * y;\n }\n if (zeroinfnanf(ix)) {\n let x2 = x * x;\n if ((ix >> 31) && checkintf(iy) == 1) x2 = -x2;\n return iy >> 31 ? 1 / x2 : x2;\n }\n // x and y are non-zero finite.\n if (ix >> 31) {\n // Finite x < 0.\n let yint = checkintf(iy);\n if (yint == 0) return (x - x) / (x - x);\n if (yint == 1) signBias = SIGN_BIAS;\n ix &= 0x7FFFFFFF;\n }\n if (ix < 0x00800000) {\n // Normalize subnormal x so exponent becomes negative.\n ix = reinterpret(x * Ox1p23f);\n ix &= 0x7FFFFFFF;\n ix -= 23 << 23;\n }\n }\n var logx = log2f_inline(ix);\n var ylogx = y * logx; // cannot overflow, y is single prec.\n if ((reinterpret(ylogx) >> 47 & 0xFFFF) >= 0x80BF) { // reinterpret(126.0) >> 47\n // |y * log(x)| >= 126\n if (ylogx > UPPER_LIMIT) return oflowf(signBias); // overflow\n if (ylogx <= LOWER_LIMIT) return uflowf(signBias); // underflow\n }\n return exp2f_inline(ylogx, signBias);\n}\n\n//\n// Lookup data for exp. See: https://git.musl-libc.org/cgit/musl/tree/src/math/exp.c\n//\n\n// @ts-ignore: decorator\n@inline const EXP_TABLE_BITS = 7;\n\n// @ts-ignore: decorator\n@lazy @inline const EXP_DATA_TAB = memory.data([\n 0x0000000000000000, 0x3FF0000000000000,\n 0x3C9B3B4F1A88BF6E, 0x3FEFF63DA9FB3335,\n 0xBC7160139CD8DC5D, 0x3FEFEC9A3E778061,\n 0xBC905E7A108766D1, 0x3FEFE315E86E7F85,\n 0x3C8CD2523567F613, 0x3FEFD9B0D3158574,\n 0xBC8BCE8023F98EFA, 0x3FEFD06B29DDF6DE,\n 0x3C60F74E61E6C861, 0x3FEFC74518759BC8,\n 0x3C90A3E45B33D399, 0x3FEFBE3ECAC6F383,\n 0x3C979AA65D837B6D, 0x3FEFB5586CF9890F,\n 0x3C8EB51A92FDEFFC, 0x3FEFAC922B7247F7,\n 0x3C3EBE3D702F9CD1, 0x3FEFA3EC32D3D1A2,\n 0xBC6A033489906E0B, 0x3FEF9B66AFFED31B,\n 0xBC9556522A2FBD0E, 0x3FEF9301D0125B51,\n 0xBC5080EF8C4EEA55, 0x3FEF8ABDC06C31CC,\n 0xBC91C923B9D5F416, 0x3FEF829AAEA92DE0,\n 0x3C80D3E3E95C55AF, 0x3FEF7A98C8A58E51,\n 0xBC801B15EAA59348, 0x3FEF72B83C7D517B,\n 0xBC8F1FF055DE323D, 0x3FEF6AF9388C8DEA,\n 0x3C8B898C3F1353BF, 0x3FEF635BEB6FCB75,\n 0xBC96D99C7611EB26, 0x3FEF5BE084045CD4,\n 0x3C9AECF73E3A2F60, 0x3FEF54873168B9AA,\n 0xBC8FE782CB86389D, 0x3FEF4D5022FCD91D,\n 0x3C8A6F4144A6C38D, 0x3FEF463B88628CD6,\n 0x3C807A05B0E4047D, 0x3FEF3F49917DDC96,\n 0x3C968EFDE3A8A894, 0x3FEF387A6E756238,\n 0x3C875E18F274487D, 0x3FEF31CE4FB2A63F,\n 0x3C80472B981FE7F2, 0x3FEF2B4565E27CDD,\n 0xBC96B87B3F71085E, 0x3FEF24DFE1F56381,\n 0x3C82F7E16D09AB31, 0x3FEF1E9DF51FDEE1,\n 0xBC3D219B1A6FBFFA, 0x3FEF187FD0DAD990,\n 0x3C8B3782720C0AB4, 0x3FEF1285A6E4030B,\n 0x3C6E149289CECB8F, 0x3FEF0CAFA93E2F56,\n 0x3C834D754DB0ABB6, 0x3FEF06FE0A31B715,\n 0x3C864201E2AC744C, 0x3FEF0170FC4CD831,\n 0x3C8FDD395DD3F84A, 0x3FEEFC08B26416FF,\n 0xBC86A3803B8E5B04, 0x3FEEF6C55F929FF1,\n 0xBC924AEDCC4B5068, 0x3FEEF1A7373AA9CB,\n 0xBC9907F81B512D8E, 0x3FEEECAE6D05D866,\n 0xBC71D1E83E9436D2, 0x3FEEE7DB34E59FF7,\n 0xBC991919B3CE1B15, 0x3FEEE32DC313A8E5,\n 0x3C859F48A72A4C6D, 0x3FEEDEA64C123422,\n 0xBC9312607A28698A, 0x3FEEDA4504AC801C,\n 0xBC58A78F4817895B, 0x3FEED60A21F72E2A,\n 0xBC7C2C9B67499A1B, 0x3FEED1F5D950A897,\n 0x3C4363ED60C2AC11, 0x3FEECE086061892D,\n 0x3C9666093B0664EF, 0x3FEECA41ED1D0057,\n 0x3C6ECCE1DAA10379, 0x3FEEC6A2B5C13CD0,\n 0x3C93FF8E3F0F1230, 0x3FEEC32AF0D7D3DE,\n 0x3C7690CEBB7AAFB0, 0x3FEEBFDAD5362A27,\n 0x3C931DBDEB54E077, 0x3FEEBCB299FDDD0D,\n 0xBC8F94340071A38E, 0x3FEEB9B2769D2CA7,\n 0xBC87DECCDC93A349, 0x3FEEB6DAA2CF6642,\n 0xBC78DEC6BD0F385F, 0x3FEEB42B569D4F82,\n 0xBC861246EC7B5CF6, 0x3FEEB1A4CA5D920F,\n 0x3C93350518FDD78E, 0x3FEEAF4736B527DA,\n 0x3C7B98B72F8A9B05, 0x3FEEAD12D497C7FD,\n 0x3C9063E1E21C5409, 0x3FEEAB07DD485429,\n 0x3C34C7855019C6EA, 0x3FEEA9268A5946B7,\n 0x3C9432E62B64C035, 0x3FEEA76F15AD2148,\n 0xBC8CE44A6199769F, 0x3FEEA5E1B976DC09,\n 0xBC8C33C53BEF4DA8, 0x3FEEA47EB03A5585,\n 0xBC845378892BE9AE, 0x3FEEA34634CCC320,\n 0xBC93CEDD78565858, 0x3FEEA23882552225,\n 0x3C5710AA807E1964, 0x3FEEA155D44CA973,\n 0xBC93B3EFBF5E2228, 0x3FEEA09E667F3BCD,\n 0xBC6A12AD8734B982, 0x3FEEA012750BDABF,\n 0xBC6367EFB86DA9EE, 0x3FEE9FB23C651A2F,\n 0xBC80DC3D54E08851, 0x3FEE9F7DF9519484,\n 0xBC781F647E5A3ECF, 0x3FEE9F75E8EC5F74,\n 0xBC86EE4AC08B7DB0, 0x3FEE9F9A48A58174,\n 0xBC8619321E55E68A, 0x3FEE9FEB564267C9,\n 0x3C909CCB5E09D4D3, 0x3FEEA0694FDE5D3F,\n 0xBC7B32DCB94DA51D, 0x3FEEA11473EB0187,\n 0x3C94ECFD5467C06B, 0x3FEEA1ED0130C132,\n 0x3C65EBE1ABD66C55, 0x3FEEA2F336CF4E62,\n 0xBC88A1C52FB3CF42, 0x3FEEA427543E1A12,\n 0xBC9369B6F13B3734, 0x3FEEA589994CCE13,\n 0xBC805E843A19FF1E, 0x3FEEA71A4623C7AD,\n 0xBC94D450D872576E, 0x3FEEA8D99B4492ED,\n 0x3C90AD675B0E8A00, 0x3FEEAAC7D98A6699,\n 0x3C8DB72FC1F0EAB4, 0x3FEEACE5422AA0DB,\n 0xBC65B6609CC5E7FF, 0x3FEEAF3216B5448C,\n 0x3C7BF68359F35F44, 0x3FEEB1AE99157736,\n 0xBC93091FA71E3D83, 0x3FEEB45B0B91FFC6,\n 0xBC5DA9B88B6C1E29, 0x3FEEB737B0CDC5E5,\n 0xBC6C23F97C90B959, 0x3FEEBA44CBC8520F,\n 0xBC92434322F4F9AA, 0x3FEEBD829FDE4E50,\n 0xBC85CA6CD7668E4B, 0x3FEEC0F170CA07BA,\n 0x3C71AFFC2B91CE27, 0x3FEEC49182A3F090,\n 0x3C6DD235E10A73BB, 0x3FEEC86319E32323,\n 0xBC87C50422622263, 0x3FEECC667B5DE565,\n 0x3C8B1C86E3E231D5, 0x3FEED09BEC4A2D33,\n 0xBC91BBD1D3BCBB15, 0x3FEED503B23E255D,\n 0x3C90CC319CEE31D2, 0x3FEED99E1330B358,\n 0x3C8469846E735AB3, 0x3FEEDE6B5579FDBF,\n 0xBC82DFCD978E9DB4, 0x3FEEE36BBFD3F37A,\n 0x3C8C1A7792CB3387, 0x3FEEE89F995AD3AD,\n 0xBC907B8F4AD1D9FA, 0x3FEEEE07298DB666,\n 0xBC55C3D956DCAEBA, 0x3FEEF3A2B84F15FB,\n 0xBC90A40E3DA6F640, 0x3FEEF9728DE5593A,\n 0xBC68D6F438AD9334, 0x3FEEFF76F2FB5E47,\n 0xBC91EEE26B588A35, 0x3FEF05B030A1064A,\n 0x3C74FFD70A5FDDCD, 0x3FEF0C1E904BC1D2,\n 0xBC91BDFBFA9298AC, 0x3FEF12C25BD71E09,\n 0x3C736EAE30AF0CB3, 0x3FEF199BDD85529C,\n 0x3C8EE3325C9FFD94, 0x3FEF20AB5FFFD07A,\n 0x3C84E08FD10959AC, 0x3FEF27F12E57D14B,\n 0x3C63CDAF384E1A67, 0x3FEF2F6D9406E7B5,\n 0x3C676B2C6C921968, 0x3FEF3720DCEF9069,\n 0xBC808A1883CCB5D2, 0x3FEF3F0B555DC3FA,\n 0xBC8FAD5D3FFFFA6F, 0x3FEF472D4A07897C,\n 0xBC900DAE3875A949, 0x3FEF4F87080D89F2,\n 0x3C74A385A63D07A7, 0x3FEF5818DCFBA487,\n 0xBC82919E2040220F, 0x3FEF60E316C98398,\n 0x3C8E5A50D5C192AC, 0x3FEF69E603DB3285,\n 0x3C843A59AC016B4B, 0x3FEF7321F301B460,\n 0xBC82D52107B43E1F, 0x3FEF7C97337B9B5F,\n 0xBC892AB93B470DC9, 0x3FEF864614F5A129,\n 0x3C74B604603A88D3, 0x3FEF902EE78B3FF6,\n 0x3C83C5EC519D7271, 0x3FEF9A51FBC74C83,\n 0xBC8FF7128FD391F0, 0x3FEFA4AFA2A490DA,\n 0xBC8DAE98E223747D, 0x3FEFAF482D8E67F1,\n 0x3C8EC3BC41AA2008, 0x3FEFBA1BEE615A27,\n 0x3C842B94C3A9EB32, 0x3FEFC52B376BBA97,\n 0x3C8A64A931D185EE, 0x3FEFD0765B6E4540,\n 0xBC8E37BAE43BE3ED, 0x3FEFDBFDAD9CBE14,\n 0x3C77893B4D91CD9D, 0x3FEFE7C1819E90D8,\n 0x3C5305C14160CC89, 0x3FEFF3C22B8F71F1\n]);\n\n// Handle cases that may overflow or underflow when computing the result that\n// is scale*(1+TMP) without intermediate rounding. The bit representation of\n// scale is in SBITS, however it has a computed exponent that may have\n// overflown into the sign bit so that needs to be adjusted before using it as\n// a double. (int32_t)KI is the k used in the argument reduction and exponent\n// adjustment of scale, positive k here means the result may overflow and\n// negative k means the result may underflow.\n// @ts-ignore: decorator\n@inline\nfunction specialcase(tmp: f64, sbits: u64, ki: u64): f64 {\n const\n Ox1p_1022 = reinterpret(0x0010000000000000), // 0x1p-1022\n Ox1p1009 = reinterpret(0x7F00000000000000); // 0x1p1009\n\n var scale: f64;\n if (!(ki & 0x80000000)) {\n // k > 0, the exponent of scale might have overflowed by <= 460.\n sbits -= u64(1009) << 52;\n scale = reinterpret(sbits);\n return Ox1p1009 * (scale + scale * tmp); // 0x1p1009\n }\n // k < 0, need special care in the subnormal range.\n sbits += u64(1022) << 52;\n // Note: sbits is signed scale.\n scale = reinterpret(sbits);\n var y = scale + scale * tmp;\n if (abs(y) < 1.0) {\n // Round y to the right precision before scaling it into the subnormal\n // range to avoid double rounding that can cause 0.5+E/2 ulp error where\n // E is the worst-case ulp error outside the subnormal range. So this\n // is only useful if the goal is better than 1 ulp worst-case error.\n let one = copysign(1.0, y);\n let lo = scale - y + scale * tmp;\n let hi = one + y;\n lo = one - hi + y + lo;\n y = (hi + lo) - one;\n // Fix the sign of 0.\n if (y == 0.0) y = reinterpret(sbits & 0x8000000000000000);\n }\n return y * Ox1p_1022;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function exp_lut(x: f64): f64 {\n const\n N = 1 << EXP_TABLE_BITS,\n N_MASK = N - 1;\n\n const\n InvLn2N = reinterpret(0x3FF71547652B82FE) * N, // 0x1.71547652b82fep0\n NegLn2hiN = reinterpret(0xBF762E42FEFA0000), // -0x1.62e42fefa0000p-8\n NegLn2loN = reinterpret(0xBD0CF79ABC9E3B3A), // -0x1.cf79abc9e3b3ap-47\n shift = reinterpret(0x4338000000000000); // 0x1.8p52;\n\n const\n C2 = reinterpret(0x3FDFFFFFFFFFFDBD), // __exp_data.poly[0] (0x1.ffffffffffdbdp-2)\n C3 = reinterpret(0x3FC555555555543C), // __exp_data.poly[1] (0x1.555555555543cp-3)\n C4 = reinterpret(0x3FA55555CF172B91), // __exp_data.poly[2] (0x1.55555cf172b91p-5)\n C5 = reinterpret(0x3F81111167A4D017); // __exp_data.poly[3] (0x1.1111167a4d017p-7)\n\n var ux = reinterpret(x);\n var abstop = (ux >> 52 & 0x7FF);\n if (abstop - 0x3C9 >= 0x03F) {\n if (abstop - 0x3C9 >= 0x80000000) return 1;\n if (abstop >= 0x409) {\n if (ux == 0xFFF0000000000000) return 0;\n if (abstop >= 0x7FF) return 1.0 + x;\n return select(0, Infinity, ux >> 63);\n }\n // Large x is special cased below.\n abstop = 0;\n }\n\n // exp(x) = 2^(k/N) * exp(r), with exp(r) in [2^(-1/2N),2^(1/2N)]\n // x = ln2/N*k + r, with int k and r in [-ln2/2N, ln2/2N]\n var z = InvLn2N * x;\n // #if TOINT_INTRINSICS\n // \tkd = roundtoint(z);\n // \tki = converttoint(z);\n // #elif EXP_USE_TOINT_NARROW\n // \t// z - kd is in [-0.5-2^-16, 0.5] in all rounding modes.\n // var kd = z + shift;\n // var ki = reinterpret(kd) >> 16;\n // var kd = ki;\n // #else\n // z - kd is in [-1, 1] in non-nearest rounding modes.\n var kd = z + shift;\n var ki = reinterpret(kd);\n kd -= shift;\n // #endif\n var r = x + kd * NegLn2hiN + kd * NegLn2loN;\n // 2^(k/N) ~= scale * (1 + tail).\n var idx = ((ki & N_MASK) << 1);\n var top = ki << (52 - EXP_TABLE_BITS);\n\n var tail = reinterpret(load(EXP_DATA_TAB + (idx << alignof()))); // T[idx]\n // This is only a valid scale when -1023*N < k < 1024*N\n var sbits = load(EXP_DATA_TAB + (idx << alignof()), 1 << alignof()) + top; // T[idx + 1]\n // exp(x) = 2^(k/N) * exp(r) ~= scale + scale * (tail + exp(r) - 1).\n // Evaluation is optimized assuming superscalar pipelined execution.\n var r2 = r * r;\n // Without fma the worst case error is 0.25/N ulp larger.\n // Worst case error is less than 0.5+1.11/N+(abs poly error * 2^53) ulp.\n var tmp = tail + r + r2 * (C2 + r * C3) + r2 * r2 * (C4 + r * C5);\n if (abstop == 0) return specialcase(tmp, sbits, ki);\n var scale = reinterpret(sbits);\n // Note: tmp == 0 or |tmp| > 2^-200 and scale > 2^-739, so there\n // is no spurious underflow here even without fma.\n return scale + scale * tmp;\n}\n\n//\n// Lookup data for exp2. See: https://git.musl-libc.org/cgit/musl/tree/src/math/exp2.c\n//\n\n// Handle cases that may overflow or underflow when computing the result that\n// is scale*(1+TMP) without intermediate rounding. The bit representation of\n// scale is in SBITS, however it has a computed exponent that may have\n// overflown into the sign bit so that needs to be adjusted before using it as\n// a double. (int32_t)KI is the k used in the argument reduction and exponent\n// adjustment of scale, positive k here means the result may overflow and\n// negative k means the result may underflow.\n// @ts-ignore: decorator\n@inline\nfunction specialcase2(tmp: f64, sbits: u64, ki: u64): f64 {\n const Ox1p_1022 = reinterpret(0x10000000000000); // 0x1p-1022\n var scale: f64;\n if ((ki & 0x80000000) == 0) {\n // k > 0, the exponent of scale might have overflowed by 1\n sbits -= u64(1) << 52;\n scale = reinterpret(sbits);\n return 2 * (scale * tmp + scale);\n }\n // k < 0, need special care in the subnormal range\n sbits += u64(1022) << 52;\n scale = reinterpret(sbits);\n var y = scale * tmp + scale;\n if (y < 1.0) {\n // Round y to the right precision before scaling it into the subnormal\n // range to avoid double rounding that can cause 0.5+E/2 ulp error where\n // E is the worst-case ulp error outside the subnormal range. So this\n // is only useful if the goal is better than 1 ulp worst-case error.\n let hi: f64, lo: f64;\n lo = scale - y + scale * tmp;\n hi = 1.0 + y;\n lo = 1.0 - hi + y + lo;\n y = (hi + lo) - 1.0;\n }\n return y * Ox1p_1022;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function exp2_lut(x: f64): f64 {\n const\n N = 1 << EXP_TABLE_BITS,\n N_MASK = N - 1,\n shift = reinterpret(0x4338000000000000) / N; // 0x1.8p52\n\n const\n C1 = reinterpret(0x3FE62E42FEFA39EF), // 0x1.62e42fefa39efp-1\n C2 = reinterpret(0x3FCEBFBDFF82C424), // 0x1.ebfbdff82c424p-3\n C3 = reinterpret(0x3FAC6B08D70CF4B5), // 0x1.c6b08d70cf4b5p-5\n C4 = reinterpret(0x3F83B2ABD24650CC), // 0x1.3b2abd24650ccp-7\n C5 = reinterpret(0x3F55D7E09B4E3A84); // 0x1.5d7e09b4e3a84p-10\n\n var ux = reinterpret(x);\n var abstop = (ux >> 52 & 0x7ff);\n if (abstop - 0x3C9 >= 0x03F) {\n if (abstop - 0x3C9 >= 0x80000000) return 1.0;\n if (abstop >= 0x409) {\n if (ux == 0xFFF0000000000000) return 0;\n if (abstop >= 0x7FF) return 1.0 + x;\n if (!(ux >> 63)) return Infinity;\n else if (ux >= 0xC090CC0000000000) return 0;\n }\n if ((ux << 1) > 0x811A000000000000) abstop = 0; // Large x is special cased below.\n }\n\n // exp2(x) = 2^(k/N) * 2^r, with 2^r in [2^(-1/2N),2^(1/2N)].\n // x = k/N + r, with int k and r in [-1/2N, 1/2N]\n var kd = x + shift;\n var ki = reinterpret(kd);\n kd -= shift; // k/N for int k\n var r = x - kd;\n // 2^(k/N) ~= scale * (1 + tail)\n var idx = ((ki & N_MASK) << 1);\n var top = ki << (52 - EXP_TABLE_BITS);\n\n var tail = reinterpret(load(EXP_DATA_TAB + (idx << alignof()), 0 << alignof())); // T[idx])\n // This is only a valid scale when -1023*N < k < 1024*N\n var sbits = load(EXP_DATA_TAB + (idx << alignof()), 1 << alignof()) + top; // T[idx + 1]\n // exp2(x) = 2^(k/N) * 2^r ~= scale + scale * (tail + 2^r - 1).\n // Evaluation is optimized assuming superscalar pipelined execution\n var r2 = r * r;\n // Without fma the worst case error is 0.5/N ulp larger.\n // Worst case error is less than 0.5+0.86/N+(abs poly error * 2^53) ulp.\n var tmp = tail + r * C1 + r2 * (C2 + r * C3) + r2 * r2 * (C4 + r * C5);\n if (abstop == 0) return specialcase2(tmp, sbits, ki);\n var scale = reinterpret(sbits);\n // Note: tmp == 0 or |tmp| > 2^-65 and scale > 2^-928, so there\n // is no spurious underflow here even without fma.\n return scale * tmp + scale;\n}\n\n//\n// Lookup data for log2. See: https://git.musl-libc.org/cgit/musl/tree/src/math/log2.c\n//\n\n// @ts-ignore: decorator\n@inline const LOG2_TABLE_BITS = 6;\n\n/* Algorithm:\n\n x = 2^k z\n log2(x) = k + log2(c) + log2(z/c)\n log2(z/c) = poly(z/c - 1)\n\nwhere z is in [1.6p-1; 1.6p0] which is split into N subintervals and z falls\ninto the ith one, then table entries are computed as\n\n tab[i].invc = 1/c\n tab[i].logc = (double)log2(c)\n tab2[i].chi = (double)c\n tab2[i].clo = (double)(c - (double)c)\n\nwhere c is near the center of the subinterval and is chosen by trying +-2^29\nfloating point invc candidates around 1/center and selecting one for which\n\n 1) the rounding error in 0x1.8p10 + logc is 0,\n 2) the rounding error in z - chi - clo is < 0x1p-64 and\n 3) the rounding error in (double)log2(c) is minimized (< 0x1p-68).\n\nNote: 1) ensures that k + logc can be computed without rounding error, 2)\nensures that z/c - 1 can be computed as (z - chi - clo)*invc with close to a\nsingle rounding error when there is no fast fma for z*invc - 1, 3) ensures\nthat logc + poly(z/c - 1) has small error, however near x == 1 when\n|log2(x)| < 0x1p-4, this is not enough so that is special cased. */\n\n// @ts-ignore: decorator\n@lazy @inline const LOG2_DATA_TAB1 = memory.data([\n // invc , logc\n reinterpret(0x3FF724286BB1ACF8), reinterpret(0xBFE1095FEECDB000),\n reinterpret(0x3FF6E1F766D2CCA1), reinterpret(0xBFE08494BD76D000),\n reinterpret(0x3FF6A13D0E30D48A), reinterpret(0xBFE00143AEE8F800),\n reinterpret(0x3FF661EC32D06C85), reinterpret(0xBFDEFEC5360B4000),\n reinterpret(0x3FF623FA951198F8), reinterpret(0xBFDDFDD91AB7E000),\n reinterpret(0x3FF5E75BA4CF026C), reinterpret(0xBFDCFFAE0CC79000),\n reinterpret(0x3FF5AC055A214FB8), reinterpret(0xBFDC043811FDA000),\n reinterpret(0x3FF571ED0F166E1E), reinterpret(0xBFDB0B67323AE000),\n reinterpret(0x3FF53909590BF835), reinterpret(0xBFDA152F5A2DB000),\n reinterpret(0x3FF5014FED61ADDD), reinterpret(0xBFD9217F5AF86000),\n reinterpret(0x3FF4CAB88E487BD0), reinterpret(0xBFD8304DB0719000),\n reinterpret(0x3FF49539B4334FEE), reinterpret(0xBFD74189F9A9E000),\n reinterpret(0x3FF460CBDFAFD569), reinterpret(0xBFD6552BB5199000),\n reinterpret(0x3FF42D664EE4B953), reinterpret(0xBFD56B23A29B1000),\n reinterpret(0x3FF3FB01111DD8A6), reinterpret(0xBFD483650F5FA000),\n reinterpret(0x3FF3C995B70C5836), reinterpret(0xBFD39DE937F6A000),\n reinterpret(0x3FF3991C4AB6FD4A), reinterpret(0xBFD2BAA1538D6000),\n reinterpret(0x3FF3698E0CE099B5), reinterpret(0xBFD1D98340CA4000),\n reinterpret(0x3FF33AE48213E7B2), reinterpret(0xBFD0FA853A40E000),\n reinterpret(0x3FF30D191985BDB1), reinterpret(0xBFD01D9C32E73000),\n reinterpret(0x3FF2E025CAB271D7), reinterpret(0xBFCE857DA2FA6000),\n reinterpret(0x3FF2B404CF13CD82), reinterpret(0xBFCCD3C8633D8000),\n reinterpret(0x3FF288B02C7CCB50), reinterpret(0xBFCB26034C14A000),\n reinterpret(0x3FF25E2263944DE5), reinterpret(0xBFC97C1C2F4FE000),\n reinterpret(0x3FF234563D8615B1), reinterpret(0xBFC7D6023F800000),\n reinterpret(0x3FF20B46E33EAF38), reinterpret(0xBFC633A71A05E000),\n reinterpret(0x3FF1E2EEFDCDA3DD), reinterpret(0xBFC494F5E9570000),\n reinterpret(0x3FF1BB4A580B3930), reinterpret(0xBFC2F9E424E0A000),\n reinterpret(0x3FF19453847F2200), reinterpret(0xBFC162595AFDC000),\n reinterpret(0x3FF16E06C0D5D73C), reinterpret(0xBFBF9C9A75BD8000),\n reinterpret(0x3FF1485F47B7E4C2), reinterpret(0xBFBC7B575BF9C000),\n reinterpret(0x3FF12358AD0085D1), reinterpret(0xBFB960C60FF48000),\n reinterpret(0x3FF0FEF00F532227), reinterpret(0xBFB64CE247B60000),\n reinterpret(0x3FF0DB2077D03A8F), reinterpret(0xBFB33F78B2014000),\n reinterpret(0x3FF0B7E6D65980D9), reinterpret(0xBFB0387D1A42C000),\n reinterpret(0x3FF0953EFE7B408D), reinterpret(0xBFAA6F9208B50000),\n reinterpret(0x3FF07325CAC53B83), reinterpret(0xBFA47A954F770000),\n reinterpret(0x3FF05197E40D1B5C), reinterpret(0xBF9D23A8C50C0000),\n reinterpret(0x3FF03091C1208EA2), reinterpret(0xBF916A2629780000),\n reinterpret(0x3FF0101025B37E21), reinterpret(0xBF7720F8D8E80000),\n reinterpret(0x3FEFC07EF9CAA76B), reinterpret(0x3F86FE53B1500000),\n reinterpret(0x3FEF4465D3F6F184), reinterpret(0x3FA11CCCE10F8000),\n reinterpret(0x3FEECC079F84107F), reinterpret(0x3FAC4DFC8C8B8000),\n reinterpret(0x3FEE573A99975AE8), reinterpret(0x3FB3AA321E574000),\n reinterpret(0x3FEDE5D6F0BD3DE6), reinterpret(0x3FB918A0D08B8000),\n reinterpret(0x3FED77B681FF38B3), reinterpret(0x3FBE72E9DA044000),\n reinterpret(0x3FED0CB5724DE943), reinterpret(0x3FC1DCD2507F6000),\n reinterpret(0x3FECA4B2DC0E7563), reinterpret(0x3FC476AB03DEA000),\n reinterpret(0x3FEC3F8EE8D6CB51), reinterpret(0x3FC7074377E22000),\n reinterpret(0x3FEBDD2B4F020C4C), reinterpret(0x3FC98EDE8BA94000),\n reinterpret(0x3FEB7D6C006015CA), reinterpret(0x3FCC0DB86AD2E000),\n reinterpret(0x3FEB20366E2E338F), reinterpret(0x3FCE840AAFCEE000),\n reinterpret(0x3FEAC57026295039), reinterpret(0x3FD0790AB4678000),\n reinterpret(0x3FEA6D01BC2731DD), reinterpret(0x3FD1AC056801C000),\n reinterpret(0x3FEA16D3BC3FF18B), reinterpret(0x3FD2DB11D4FEE000),\n reinterpret(0x3FE9C2D14967FEAD), reinterpret(0x3FD406464EC58000),\n reinterpret(0x3FE970E4F47C9902), reinterpret(0x3FD52DBE093AF000),\n reinterpret(0x3FE920FB3982BCF2), reinterpret(0x3FD651902050D000),\n reinterpret(0x3FE8D30187F759F1), reinterpret(0x3FD771D2CDEAF000),\n reinterpret(0x3FE886E5EBB9F66D), reinterpret(0x3FD88E9C857D9000),\n reinterpret(0x3FE83C97B658B994), reinterpret(0x3FD9A80155E16000),\n reinterpret(0x3FE7F405FFC61022), reinterpret(0x3FDABE186ED3D000),\n reinterpret(0x3FE7AD22181415CA), reinterpret(0x3FDBD0F2AEA0E000),\n reinterpret(0x3FE767DCF99EFF8C), reinterpret(0x3FDCE0A43DBF4000)\n]);\n\n// @ts-ignore: decorator\n@lazy @inline const LOG2_DATA_TAB2 = memory.data([\n // chi , clo\n reinterpret(0x3FE6200012B90A8E), reinterpret(0x3C8904AB0644B605),\n reinterpret(0x3FE66000045734A6), reinterpret(0x3C61FF9BEA62F7A9),\n reinterpret(0x3FE69FFFC325F2C5), reinterpret(0x3C827ECFCB3C90BA),\n reinterpret(0x3FE6E00038B95A04), reinterpret(0x3C88FF8856739326),\n reinterpret(0x3FE71FFFE09994E3), reinterpret(0x3C8AFD40275F82B1),\n reinterpret(0x3FE7600015590E10), reinterpret(0xBC72FD75B4238341),\n reinterpret(0x3FE7A00012655BD5), reinterpret(0x3C7808E67C242B76),\n reinterpret(0x3FE7E0003259E9A6), reinterpret(0xBC6208E426F622B7),\n reinterpret(0x3FE81FFFEDB4B2D2), reinterpret(0xBC8402461EA5C92F),\n reinterpret(0x3FE860002DFAFCC3), reinterpret(0x3C6DF7F4A2F29A1F),\n reinterpret(0x3FE89FFFF78C6B50), reinterpret(0xBC8E0453094995FD),\n reinterpret(0x3FE8E00039671566), reinterpret(0xBC8A04F3BEC77B45),\n reinterpret(0x3FE91FFFE2BF1745), reinterpret(0xBC77FA34400E203C),\n reinterpret(0x3FE95FFFCC5C9FD1), reinterpret(0xBC76FF8005A0695D),\n reinterpret(0x3FE9A0003BBA4767), reinterpret(0x3C70F8C4C4EC7E03),\n reinterpret(0x3FE9DFFFE7B92DA5), reinterpret(0x3C8E7FD9478C4602),\n reinterpret(0x3FEA1FFFD72EFDAF), reinterpret(0xBC6A0C554DCDAE7E),\n reinterpret(0x3FEA5FFFDE04FF95), reinterpret(0x3C867DA98CE9B26B),\n reinterpret(0x3FEA9FFFCA5E8D2B), reinterpret(0xBC8284C9B54C13DE),\n reinterpret(0x3FEADFFFDDAD03EA), reinterpret(0x3C5812C8EA602E3C),\n reinterpret(0x3FEB1FFFF10D3D4D), reinterpret(0xBC8EFADDAD27789C),\n reinterpret(0x3FEB5FFFCE21165A), reinterpret(0x3C53CB1719C61237),\n reinterpret(0x3FEB9FFFD950E674), reinterpret(0x3C73F7D94194CE00),\n reinterpret(0x3FEBE000139CA8AF), reinterpret(0x3C750AC4215D9BC0),\n reinterpret(0x3FEC20005B46DF99), reinterpret(0x3C6BEEA653E9C1C9),\n reinterpret(0x3FEC600040B9F7AE), reinterpret(0xBC7C079F274A70D6),\n reinterpret(0x3FECA0006255FD8A), reinterpret(0xBC7A0B4076E84C1F),\n reinterpret(0x3FECDFFFD94C095D), reinterpret(0x3C88F933F99AB5D7),\n reinterpret(0x3FED1FFFF975D6CF), reinterpret(0xBC582C08665FE1BE),\n reinterpret(0x3FED5FFFA2561C93), reinterpret(0xBC7B04289BD295F3),\n reinterpret(0x3FED9FFF9D228B0C), reinterpret(0x3C870251340FA236),\n reinterpret(0x3FEDE00065BC7E16), reinterpret(0xBC75011E16A4D80C),\n reinterpret(0x3FEE200002F64791), reinterpret(0x3C89802F09EF62E0),\n reinterpret(0x3FEE600057D7A6D8), reinterpret(0xBC7E0B75580CF7FA),\n reinterpret(0x3FEEA00027EDC00C), reinterpret(0xBC8C848309459811),\n reinterpret(0x3FEEE0006CF5CB7C), reinterpret(0xBC8F8027951576F4),\n reinterpret(0x3FEF2000782B7DCC), reinterpret(0xBC8F81D97274538F),\n reinterpret(0x3FEF6000260C450A), reinterpret(0xBC4071002727FFDC),\n reinterpret(0x3FEF9FFFE88CD533), reinterpret(0xBC581BDCE1FDA8B0),\n reinterpret(0x3FEFDFFFD50F8689), reinterpret(0x3C87F91ACB918E6E),\n reinterpret(0x3FF0200004292367), reinterpret(0x3C9B7FF365324681),\n reinterpret(0x3FF05FFFE3E3D668), reinterpret(0x3C86FA08DDAE957B),\n reinterpret(0x3FF0A0000A85A757), reinterpret(0xBC57E2DE80D3FB91),\n reinterpret(0x3FF0E0001A5F3FCC), reinterpret(0xBC91823305C5F014),\n reinterpret(0x3FF11FFFF8AFBAF5), reinterpret(0xBC8BFABB6680BAC2),\n reinterpret(0x3FF15FFFE54D91AD), reinterpret(0xBC9D7F121737E7EF),\n reinterpret(0x3FF1A00011AC36E1), reinterpret(0x3C9C000A0516F5FF),\n reinterpret(0x3FF1E00019C84248), reinterpret(0xBC9082FBE4DA5DA0),\n reinterpret(0x3FF220000FFE5E6E), reinterpret(0xBC88FDD04C9CFB43),\n reinterpret(0x3FF26000269FD891), reinterpret(0x3C8CFE2A7994D182),\n reinterpret(0x3FF2A00029A6E6DA), reinterpret(0xBC700273715E8BC5),\n reinterpret(0x3FF2DFFFE0293E39), reinterpret(0x3C9B7C39DAB2A6F9),\n reinterpret(0x3FF31FFFF7DCF082), reinterpret(0x3C7DF1336EDC5254),\n reinterpret(0x3FF35FFFF05A8B60), reinterpret(0xBC9E03564CCD31EB),\n reinterpret(0x3FF3A0002E0EAECC), reinterpret(0x3C75F0E74BD3A477),\n reinterpret(0x3FF3E000043BB236), reinterpret(0x3C9C7DCB149D8833),\n reinterpret(0x3FF4200002D187FF), reinterpret(0x3C7E08AFCF2D3D28),\n reinterpret(0x3FF460000D387CB1), reinterpret(0x3C820837856599A6),\n reinterpret(0x3FF4A00004569F89), reinterpret(0xBC89FA5C904FBCD2),\n reinterpret(0x3FF4E000043543F3), reinterpret(0xBC781125ED175329),\n reinterpret(0x3FF51FFFCC027F0F), reinterpret(0x3C9883D8847754DC),\n reinterpret(0x3FF55FFFFD87B36F), reinterpret(0xBC8709E731D02807),\n reinterpret(0x3FF59FFFF21DF7BA), reinterpret(0x3C87F79F68727B02),\n reinterpret(0x3FF5DFFFEBFC3481), reinterpret(0xBC9180902E30E93E)\n]);\n\n// @ts-ignore: decorator\n@inline\nexport function log2_lut(x: f64): f64 {\n const N_MASK = (1 << LOG2_TABLE_BITS) - 1;\n\n const\n LO: u64 = 0x3FEEA4AF00000000, // reinterpret(1.0 - 0x1.5b51p-5)\n HI: u64 = 0x3FF0B55900000000; // reinterpret(1.0 + 0x1.6ab2p-5)\n\n const\n InvLn2hi = reinterpret(0x3FF7154765200000), // 0x1.7154765200000p+0\n InvLn2lo = reinterpret(0x3DE705FC2EEFA200), // 0x1.705fc2eefa200p-33\n Ox1p52 = reinterpret(0x4330000000000000); // 0x1p52\n\n const\n B0 = reinterpret(0xBFE71547652B82FE), // -0x1.71547652b82fep-1\n B1 = reinterpret(0x3FDEC709DC3A03F7), // 0x1.ec709dc3a03f7p-2\n B2 = reinterpret(0xBFD71547652B7C3F), // -0x1.71547652b7c3fp-2\n B3 = reinterpret(0x3FD2776C50F05BE4), // 0x1.2776c50f05be4p-2\n B4 = reinterpret(0xBFCEC709DD768FE5), // -0x1.ec709dd768fe5p-3\n B5 = reinterpret(0x3FCA61761EC4E736), // 0x1.a61761ec4e736p-3\n B6 = reinterpret(0xBFC7153FBC64A79B), // -0x1.7153fbc64a79bp-3\n B7 = reinterpret(0x3FC484D154F01B4A), // 0x1.484d154f01b4ap-3\n B8 = reinterpret(0xBFC289E4A72C383C), // -0x1.289e4a72c383cp-3\n B9 = reinterpret(0x3FC0B32F285AEE66); // 0x1.0b32f285aee66p-3\n\n const\n A0 = reinterpret(0xBFE71547652B8339), // -0x1.71547652b8339p-1\n A1 = reinterpret(0x3FDEC709DC3A04BE), // 0x1.ec709dc3a04bep-2\n A2 = reinterpret(0xBFD7154764702FFB), // -0x1.7154764702ffbp-2\n A3 = reinterpret(0x3FD2776C50034C48), // 0x1.2776c50034c48p-2\n A4 = reinterpret(0xBFCEC7B328EA92BC), // -0x1.ec7b328ea92bcp-3\n A5 = reinterpret(0x3FCA6225E117F92E); // 0x1.a6225e117f92ep-3\n\n var ix = reinterpret(x);\n if (ix - LO < HI - LO) {\n let r = x - 1.0;\n // #if __FP_FAST_FMA\n // hi = r * InvLn2hi;\n // lo = r * InvLn2lo + __builtin_fma(r, InvLn2hi, -hi);\n // #else\n let rhi = reinterpret(reinterpret(r) & 0xFFFFFFFF00000000);\n let rlo = r - rhi;\n let hi = rhi * InvLn2hi;\n let lo = rlo * InvLn2hi + r * InvLn2lo;\n // #endif\n let r2 = r * r; // rounding error: 0x1p-62\n let r4 = r2 * r2;\n // Worst-case error is less than 0.54 ULP (0.55 ULP without fma)\n let p = r2 * (B0 + r * B1);\n let y = hi + p;\n lo += hi - y + p;\n lo += r4 * (B2 + r * B3 + r2 * (B4 + r * B5) +\n r4 * (B6 + r * B7 + r2 * (B8 + r * B9)));\n return y + lo;\n }\n var top = (ix >> 48);\n if (top - 0x0010 >= 0x7ff0 - 0x0010) {\n // x < 0x1p-1022 or inf or nan.\n if ((ix << 1) == 0) return -1.0 / (x * x);\n if (ix == 0x7FF0000000000000) return x; // log(inf) == inf\n if ((top & 0x8000) || (top & 0x7FF0) == 0x7FF0) return (x - x) / (x - x);\n // x is subnormal, normalize it.\n ix = reinterpret(x * Ox1p52);\n ix -= u64(52) << 52;\n }\n\n // x = 2^k z; where z is in range [OFF,2*OFF) and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ix - 0x3FE6000000000000;\n var i = ((tmp >> (52 - LOG2_TABLE_BITS)) & N_MASK);\n var k = tmp >> 52;\n var iz = ix - (tmp & 0xFFF0000000000000);\n\n var invc = load(LOG2_DATA_TAB1 + (i << (1 + alignof())), 0 << alignof()); // T[i].invc;\n var logc = load(LOG2_DATA_TAB1 + (i << (1 + alignof())), 1 << alignof()); // T[i].logc;\n var z = reinterpret(iz);\n var kd = k;\n\n // log2(x) = log2(z/c) + log2(c) + k.\n // r ~= z/c - 1, |r| < 1/(2*N).\n // #if __FP_FAST_FMA\n // \t// rounding error: 0x1p-55/N.\n // \tr = __builtin_fma(z, invc, -1.0);\n // \tt1 = r * InvLn2hi;\n // \tt2 = r * InvLn2lo + __builtin_fma(r, InvLn2hi, -t1);\n // #else\n // rounding error: 0x1p-55/N + 0x1p-65.\n var chi = load(LOG2_DATA_TAB2 + (i << (1 + alignof())), 0 << alignof()); // T[i].chi;\n var clo = load(LOG2_DATA_TAB2 + (i << (1 + alignof())), 1 << alignof()); // T[i].clo;\n\n var r = (z - chi - clo) * invc;\n var rhi = reinterpret(reinterpret(r) & 0xFFFFFFFF00000000);\n var rlo = r - rhi;\n var t1 = rhi * InvLn2hi;\n var t2 = rlo * InvLn2hi + r * InvLn2lo;\n // #endif\n\n // hi + lo = r/ln2 + log2(c) + k\n var t3 = kd + logc;\n var hi = t3 + t1;\n var lo = t3 - hi + t1 + t2;\n\n // log2(r+1) = r/ln2 + r^2*poly(r)\n // Evaluation is optimized assuming superscalar pipelined execution\n var r2 = r * r; // rounding error: 0x1p-54/N^2\n // Worst-case error if |y| > 0x1p-4: 0.547 ULP (0.550 ULP without fma).\n // ~ 0.5 + 2/N/ln2 + abs-poly-error*0x1p56 ULP (+ 0.003 ULP without fma).\n var p = A0 + r * A1 + r2 * (A2 + r * A3) + (r2 * r2) * (A4 + r * A5);\n return lo + r2 * p + hi;\n}\n\n//\n// Lookup data for log. See: https://git.musl-libc.org/cgit/musl/tree/src/math/log.c\n//\n\n// @ts-ignore: decorator\n@inline const LOG_TABLE_BITS = 7;\n\n/* Algorithm:\n\n x = 2^k z\n log(x) = k ln2 + log(c) + log(z/c)\n log(z/c) = poly(z/c - 1)\n\nwhere z is in [1.6p-1; 1.6p0] which is split into N subintervals and z falls\ninto the ith one, then table entries are computed as\n\n tab[i].invc = 1/c\n tab[i].logc = (double)log(c)\n tab2[i].chi = (double)c\n tab2[i].clo = (double)(c - (double)c)\n\nwhere c is near the center of the subinterval and is chosen by trying +-2^29\nfloating point invc candidates around 1/center and selecting one for which\n\n 1) the rounding error in 0x1.8p9 + logc is 0,\n 2) the rounding error in z - chi - clo is < 0x1p-66 and\n 3) the rounding error in (double)log(c) is minimized (< 0x1p-66).\n\nNote: 1) ensures that k*ln2hi + logc can be computed without rounding error,\n2) ensures that z/c - 1 can be computed as (z - chi - clo)*invc with close to\na single rounding error when there is no fast fma for z*invc - 1, 3) ensures\nthat logc + poly(z/c - 1) has small error, however near x == 1 when\n|log(x)| < 0x1p-4, this is not enough so that is special cased.*/\n\n// @ts-ignore: decorator\n@lazy @inline const LOG_DATA_TAB1 = memory.data([\n // invc , logc\n reinterpret(0x3FF734F0C3E0DE9F), reinterpret(0xBFD7CC7F79E69000),\n reinterpret(0x3FF713786A2CE91F), reinterpret(0xBFD76FEEC20D0000),\n reinterpret(0x3FF6F26008FAB5A0), reinterpret(0xBFD713E31351E000),\n reinterpret(0x3FF6D1A61F138C7D), reinterpret(0xBFD6B85B38287800),\n reinterpret(0x3FF6B1490BC5B4D1), reinterpret(0xBFD65D5590807800),\n reinterpret(0x3FF69147332F0CBA), reinterpret(0xBFD602D076180000),\n reinterpret(0x3FF6719F18224223), reinterpret(0xBFD5A8CA86909000),\n reinterpret(0x3FF6524F99A51ED9), reinterpret(0xBFD54F4356035000),\n reinterpret(0x3FF63356AA8F24C4), reinterpret(0xBFD4F637C36B4000),\n reinterpret(0x3FF614B36B9DDC14), reinterpret(0xBFD49DA7FDA85000),\n reinterpret(0x3FF5F66452C65C4C), reinterpret(0xBFD445923989A800),\n reinterpret(0x3FF5D867B5912C4F), reinterpret(0xBFD3EDF439B0B800),\n reinterpret(0x3FF5BABCCB5B90DE), reinterpret(0xBFD396CE448F7000),\n reinterpret(0x3FF59D61F2D91A78), reinterpret(0xBFD3401E17BDA000),\n reinterpret(0x3FF5805612465687), reinterpret(0xBFD2E9E2EF468000),\n reinterpret(0x3FF56397CEE76BD3), reinterpret(0xBFD2941B3830E000),\n reinterpret(0x3FF54725E2A77F93), reinterpret(0xBFD23EC58CDA8800),\n reinterpret(0x3FF52AFF42064583), reinterpret(0xBFD1E9E129279000),\n reinterpret(0x3FF50F22DBB2BDDF), reinterpret(0xBFD1956D2B48F800),\n reinterpret(0x3FF4F38F4734DED7), reinterpret(0xBFD141679AB9F800),\n reinterpret(0x3FF4D843CFDE2840), reinterpret(0xBFD0EDD094EF9800),\n reinterpret(0x3FF4BD3EC078A3C8), reinterpret(0xBFD09AA518DB1000),\n reinterpret(0x3FF4A27FC3E0258A), reinterpret(0xBFD047E65263B800),\n reinterpret(0x3FF4880524D48434), reinterpret(0xBFCFEB224586F000),\n reinterpret(0x3FF46DCE1B192D0B), reinterpret(0xBFCF474A7517B000),\n reinterpret(0x3FF453D9D3391854), reinterpret(0xBFCEA4443D103000),\n reinterpret(0x3FF43A2744B4845A), reinterpret(0xBFCE020D44E9B000),\n reinterpret(0x3FF420B54115F8FB), reinterpret(0xBFCD60A22977F000),\n reinterpret(0x3FF40782DA3EF4B1), reinterpret(0xBFCCC00104959000),\n reinterpret(0x3FF3EE8F5D57FE8F), reinterpret(0xBFCC202956891000),\n reinterpret(0x3FF3D5D9A00B4CE9), reinterpret(0xBFCB81178D811000),\n reinterpret(0x3FF3BD60C010C12B), reinterpret(0xBFCAE2C9CCD3D000),\n reinterpret(0x3FF3A5242B75DAB8), reinterpret(0xBFCA45402E129000),\n reinterpret(0x3FF38D22CD9FD002), reinterpret(0xBFC9A877681DF000),\n reinterpret(0x3FF3755BC5847A1C), reinterpret(0xBFC90C6D69483000),\n reinterpret(0x3FF35DCE49AD36E2), reinterpret(0xBFC87120A645C000),\n reinterpret(0x3FF34679984DD440), reinterpret(0xBFC7D68FB4143000),\n reinterpret(0x3FF32F5CCEFFCB24), reinterpret(0xBFC73CB83C627000),\n reinterpret(0x3FF3187775A10D49), reinterpret(0xBFC6A39A9B376000),\n reinterpret(0x3FF301C8373E3990), reinterpret(0xBFC60B3154B7A000),\n reinterpret(0x3FF2EB4EBB95F841), reinterpret(0xBFC5737D76243000),\n reinterpret(0x3FF2D50A0219A9D1), reinterpret(0xBFC4DC7B8FC23000),\n reinterpret(0x3FF2BEF9A8B7FD2A), reinterpret(0xBFC4462C51D20000),\n reinterpret(0x3FF2A91C7A0C1BAB), reinterpret(0xBFC3B08ABC830000),\n reinterpret(0x3FF293726014B530), reinterpret(0xBFC31B996B490000),\n reinterpret(0x3FF27DFA5757A1F5), reinterpret(0xBFC2875490A44000),\n reinterpret(0x3FF268B39B1D3BBF), reinterpret(0xBFC1F3B9F879A000),\n reinterpret(0x3FF2539D838FF5BD), reinterpret(0xBFC160C8252CA000),\n reinterpret(0x3FF23EB7AAC9083B), reinterpret(0xBFC0CE7F57F72000),\n reinterpret(0x3FF22A012BA940B6), reinterpret(0xBFC03CDC49FEA000),\n reinterpret(0x3FF2157996CC4132), reinterpret(0xBFBF57BDBC4B8000),\n reinterpret(0x3FF201201DD2FC9B), reinterpret(0xBFBE370896404000),\n reinterpret(0x3FF1ECF4494D480B), reinterpret(0xBFBD17983EF94000),\n reinterpret(0x3FF1D8F5528F6569), reinterpret(0xBFBBF9674ED8A000),\n reinterpret(0x3FF1C52311577E7C), reinterpret(0xBFBADC79202F6000),\n reinterpret(0x3FF1B17C74CB26E9), reinterpret(0xBFB9C0C3E7288000),\n reinterpret(0x3FF19E010C2C1AB6), reinterpret(0xBFB8A646B372C000),\n reinterpret(0x3FF18AB07BB670BD), reinterpret(0xBFB78D01B3AC0000),\n reinterpret(0x3FF1778A25EFBCB6), reinterpret(0xBFB674F145380000),\n reinterpret(0x3FF1648D354C31DA), reinterpret(0xBFB55E0E6D878000),\n reinterpret(0x3FF151B990275FDD), reinterpret(0xBFB4485CDEA1E000),\n reinterpret(0x3FF13F0EA432D24C), reinterpret(0xBFB333D94D6AA000),\n reinterpret(0x3FF12C8B7210F9DA), reinterpret(0xBFB22079F8C56000),\n reinterpret(0x3FF11A3028ECB531), reinterpret(0xBFB10E4698622000),\n reinterpret(0x3FF107FBDA8434AF), reinterpret(0xBFAFFA6C6AD20000),\n reinterpret(0x3FF0F5EE0F4E6BB3), reinterpret(0xBFADDA8D4A774000),\n reinterpret(0x3FF0E4065D2A9FCE), reinterpret(0xBFABBCECE4850000),\n reinterpret(0x3FF0D244632CA521), reinterpret(0xBFA9A1894012C000),\n reinterpret(0x3FF0C0A77CE2981A), reinterpret(0xBFA788583302C000),\n reinterpret(0x3FF0AF2F83C636D1), reinterpret(0xBFA5715E67D68000),\n reinterpret(0x3FF09DDB98A01339), reinterpret(0xBFA35C8A49658000),\n reinterpret(0x3FF08CABAF52E7DF), reinterpret(0xBFA149E364154000),\n reinterpret(0x3FF07B9F2F4E28FB), reinterpret(0xBF9E72C082EB8000),\n reinterpret(0x3FF06AB58C358F19), reinterpret(0xBF9A55F152528000),\n reinterpret(0x3FF059EEA5ECF92C), reinterpret(0xBF963D62CF818000),\n reinterpret(0x3FF04949CDD12C90), reinterpret(0xBF9228FB8CAA0000),\n reinterpret(0x3FF038C6C6F0ADA9), reinterpret(0xBF8C317B20F90000),\n reinterpret(0x3FF02865137932A9), reinterpret(0xBF8419355DAA0000),\n reinterpret(0x3FF0182427EA7348), reinterpret(0xBF781203C2EC0000),\n reinterpret(0x3FF008040614B195), reinterpret(0xBF60040979240000),\n reinterpret(0x3FEFE01FF726FA1A), reinterpret(0x3F6FEFF384900000),\n reinterpret(0x3FEFA11CC261EA74), reinterpret(0x3F87DC41353D0000),\n reinterpret(0x3FEF6310B081992E), reinterpret(0x3F93CEA3C4C28000),\n reinterpret(0x3FEF25F63CEEADCD), reinterpret(0x3F9B9FC114890000),\n reinterpret(0x3FEEE9C8039113E7), reinterpret(0x3FA1B0D8CE110000),\n reinterpret(0x3FEEAE8078CBB1AB), reinterpret(0x3FA58A5BD001C000),\n reinterpret(0x3FEE741AA29D0C9B), reinterpret(0x3FA95C8340D88000),\n reinterpret(0x3FEE3A91830A99B5), reinterpret(0x3FAD276AEF578000),\n reinterpret(0x3FEE01E009609A56), reinterpret(0x3FB07598E598C000),\n reinterpret(0x3FEDCA01E577BB98), reinterpret(0x3FB253F5E30D2000),\n reinterpret(0x3FED92F20B7C9103), reinterpret(0x3FB42EDD8B380000),\n reinterpret(0x3FED5CAC66FB5CCE), reinterpret(0x3FB606598757C000),\n reinterpret(0x3FED272CAA5EDE9D), reinterpret(0x3FB7DA76356A0000),\n reinterpret(0x3FECF26E3E6B2CCD), reinterpret(0x3FB9AB434E1C6000),\n reinterpret(0x3FECBE6DA2A77902), reinterpret(0x3FBB78C7BB0D6000),\n reinterpret(0x3FEC8B266D37086D), reinterpret(0x3FBD431332E72000),\n reinterpret(0x3FEC5894BD5D5804), reinterpret(0x3FBF0A3171DE6000),\n reinterpret(0x3FEC26B533BB9F8C), reinterpret(0x3FC067152B914000),\n reinterpret(0x3FEBF583EEECE73F), reinterpret(0x3FC147858292B000),\n reinterpret(0x3FEBC4FD75DB96C1), reinterpret(0x3FC2266ECDCA3000),\n reinterpret(0x3FEB951E0C864A28), reinterpret(0x3FC303D7A6C55000),\n reinterpret(0x3FEB65E2C5EF3E2C), reinterpret(0x3FC3DFC33C331000),\n reinterpret(0x3FEB374867C9888B), reinterpret(0x3FC4BA366B7A8000),\n reinterpret(0x3FEB094B211D304A), reinterpret(0x3FC5933928D1F000),\n reinterpret(0x3FEADBE885F2EF7E), reinterpret(0x3FC66ACD2418F000),\n reinterpret(0x3FEAAF1D31603DA2), reinterpret(0x3FC740F8EC669000),\n reinterpret(0x3FEA82E63FD358A7), reinterpret(0x3FC815C0F51AF000),\n reinterpret(0x3FEA5740EF09738B), reinterpret(0x3FC8E92954F68000),\n reinterpret(0x3FEA2C2A90AB4B27), reinterpret(0x3FC9BB3602F84000),\n reinterpret(0x3FEA01A01393F2D1), reinterpret(0x3FCA8BED1C2C0000),\n reinterpret(0x3FE9D79F24DB3C1B), reinterpret(0x3FCB5B515C01D000),\n reinterpret(0x3FE9AE2505C7B190), reinterpret(0x3FCC2967CCBCC000),\n reinterpret(0x3FE9852EF297CE2F), reinterpret(0x3FCCF635D5486000),\n reinterpret(0x3FE95CBAEEA44B75), reinterpret(0x3FCDC1BD3446C000),\n reinterpret(0x3FE934C69DE74838), reinterpret(0x3FCE8C01B8CFE000),\n reinterpret(0x3FE90D4F2F6752E6), reinterpret(0x3FCF5509C0179000),\n reinterpret(0x3FE8E6528EFFD79D), reinterpret(0x3FD00E6C121FB800),\n reinterpret(0x3FE8BFCE9FCC007C), reinterpret(0x3FD071B80E93D000),\n reinterpret(0x3FE899C0DABEC30E), reinterpret(0x3FD0D46B9E867000),\n reinterpret(0x3FE87427AA2317FB), reinterpret(0x3FD13687334BD000),\n reinterpret(0x3FE84F00ACB39A08), reinterpret(0x3FD1980D67234800),\n reinterpret(0x3FE82A49E8653E55), reinterpret(0x3FD1F8FFE0CC8000),\n reinterpret(0x3FE8060195F40260), reinterpret(0x3FD2595FD7636800),\n reinterpret(0x3FE7E22563E0A329), reinterpret(0x3FD2B9300914A800),\n reinterpret(0x3FE7BEB377DCB5AD), reinterpret(0x3FD3187210436000),\n reinterpret(0x3FE79BAA679725C2), reinterpret(0x3FD377266DEC1800),\n reinterpret(0x3FE77907F2170657), reinterpret(0x3FD3D54FFBAF3000),\n reinterpret(0x3FE756CADBD6130C), reinterpret(0x3FD432EEE32FE000)\n]);\n\n// @ts-ignore: decorator\n@lazy @inline const LOG_DATA_TAB2 = memory.data([\n // chi , clo\n reinterpret(0x3FE61000014FB66B), reinterpret(0x3C7E026C91425B3C),\n reinterpret(0x3FE63000034DB495), reinterpret(0x3C8DBFEA48005D41),\n reinterpret(0x3FE650000D94D478), reinterpret(0x3C8E7FA786D6A5B7),\n reinterpret(0x3FE67000074E6FAD), reinterpret(0x3C61FCEA6B54254C),\n reinterpret(0x3FE68FFFFEDF0FAE), reinterpret(0xBC7C7E274C590EFD),\n reinterpret(0x3FE6B0000763C5BC), reinterpret(0xBC8AC16848DCDA01),\n reinterpret(0x3FE6D0001E5CC1F6), reinterpret(0x3C833F1C9D499311),\n reinterpret(0x3FE6EFFFEB05F63E), reinterpret(0xBC7E80041AE22D53),\n reinterpret(0x3FE710000E869780), reinterpret(0x3C7BFF6671097952),\n reinterpret(0x3FE72FFFFC67E912), reinterpret(0x3C8C00E226BD8724),\n reinterpret(0x3FE74FFFDF81116A), reinterpret(0xBC6E02916EF101D2),\n reinterpret(0x3FE770000F679C90), reinterpret(0xBC67FC71CD549C74),\n reinterpret(0x3FE78FFFFA7EC835), reinterpret(0x3C81BEC19EF50483),\n reinterpret(0x3FE7AFFFFE20C2E6), reinterpret(0xBC707E1729CC6465),\n reinterpret(0x3FE7CFFFED3FC900), reinterpret(0xBC808072087B8B1C),\n reinterpret(0x3FE7EFFFE9261A76), reinterpret(0x3C8DC0286D9DF9AE),\n reinterpret(0x3FE81000049CA3E8), reinterpret(0x3C897FD251E54C33),\n reinterpret(0x3FE8300017932C8F), reinterpret(0xBC8AFEE9B630F381),\n reinterpret(0x3FE850000633739C), reinterpret(0x3C89BFBF6B6535BC),\n reinterpret(0x3FE87000204289C6), reinterpret(0xBC8BBF65F3117B75),\n reinterpret(0x3FE88FFFEBF57904), reinterpret(0xBC89006EA23DCB57),\n reinterpret(0x3FE8B00022BC04DF), reinterpret(0xBC7D00DF38E04B0A),\n reinterpret(0x3FE8CFFFE50C1B8A), reinterpret(0xBC88007146FF9F05),\n reinterpret(0x3FE8EFFFFC918E43), reinterpret(0x3C83817BD07A7038),\n reinterpret(0x3FE910001EFA5FC7), reinterpret(0x3C893E9176DFB403),\n reinterpret(0x3FE9300013467BB9), reinterpret(0x3C7F804E4B980276),\n reinterpret(0x3FE94FFFE6EE076F), reinterpret(0xBC8F7EF0D9FF622E),\n reinterpret(0x3FE96FFFDE3C12D1), reinterpret(0xBC7082AA962638BA),\n reinterpret(0x3FE98FFFF4458A0D), reinterpret(0xBC87801B9164A8EF),\n reinterpret(0x3FE9AFFFDD982E3E), reinterpret(0xBC8740E08A5A9337),\n reinterpret(0x3FE9CFFFED49FB66), reinterpret(0x3C3FCE08C19BE000),\n reinterpret(0x3FE9F00020F19C51), reinterpret(0xBC8A3FAA27885B0A),\n reinterpret(0x3FEA10001145B006), reinterpret(0x3C74FF489958DA56),\n reinterpret(0x3FEA300007BBF6FA), reinterpret(0x3C8CBEAB8A2B6D18),\n reinterpret(0x3FEA500010971D79), reinterpret(0x3C88FECADD787930),\n reinterpret(0x3FEA70001DF52E48), reinterpret(0xBC8F41763DD8ABDB),\n reinterpret(0x3FEA90001C593352), reinterpret(0xBC8EBF0284C27612),\n reinterpret(0x3FEAB0002A4F3E4B), reinterpret(0xBC69FD043CFF3F5F),\n reinterpret(0x3FEACFFFD7AE1ED1), reinterpret(0xBC823EE7129070B4),\n reinterpret(0x3FEAEFFFEE510478), reinterpret(0x3C6A063EE00EDEA3),\n reinterpret(0x3FEB0FFFDB650D5B), reinterpret(0x3C5A06C8381F0AB9),\n reinterpret(0x3FEB2FFFFEAACA57), reinterpret(0xBC79011E74233C1D),\n reinterpret(0x3FEB4FFFD995BADC), reinterpret(0xBC79FF1068862A9F),\n reinterpret(0x3FEB7000249E659C), reinterpret(0x3C8AFF45D0864F3E),\n reinterpret(0x3FEB8FFFF9871640), reinterpret(0x3C7CFE7796C2C3F9),\n reinterpret(0x3FEBAFFFD204CB4F), reinterpret(0xBC63FF27EEF22BC4),\n reinterpret(0x3FEBCFFFD2415C45), reinterpret(0xBC6CFFB7EE3BEA21),\n reinterpret(0x3FEBEFFFF86309DF), reinterpret(0xBC814103972E0B5C),\n reinterpret(0x3FEC0FFFE1B57653), reinterpret(0x3C8BC16494B76A19),\n reinterpret(0x3FEC2FFFF1FA57E3), reinterpret(0xBC64FEEF8D30C6ED),\n reinterpret(0x3FEC4FFFDCBFE424), reinterpret(0xBC843F68BCEC4775),\n reinterpret(0x3FEC6FFFED54B9F7), reinterpret(0x3C847EA3F053E0EC),\n reinterpret(0x3FEC8FFFEB998FD5), reinterpret(0x3C7383068DF992F1),\n reinterpret(0x3FECB0002125219A), reinterpret(0xBC68FD8E64180E04),\n reinterpret(0x3FECCFFFDD94469C), reinterpret(0x3C8E7EBE1CC7EA72),\n reinterpret(0x3FECEFFFEAFDC476), reinterpret(0x3C8EBE39AD9F88FE),\n reinterpret(0x3FED1000169AF82B), reinterpret(0x3C757D91A8B95A71),\n reinterpret(0x3FED30000D0FF71D), reinterpret(0x3C89C1906970C7DA),\n reinterpret(0x3FED4FFFEA790FC4), reinterpret(0xBC580E37C558FE0C),\n reinterpret(0x3FED70002EDC87E5), reinterpret(0xBC7F80D64DC10F44),\n reinterpret(0x3FED900021DC82AA), reinterpret(0xBC747C8F94FD5C5C),\n reinterpret(0x3FEDAFFFD86B0283), reinterpret(0x3C8C7F1DC521617E),\n reinterpret(0x3FEDD000296C4739), reinterpret(0x3C88019EB2FFB153),\n reinterpret(0x3FEDEFFFE54490F5), reinterpret(0x3C6E00D2C652CC89),\n reinterpret(0x3FEE0FFFCDABF694), reinterpret(0xBC7F8340202D69D2),\n reinterpret(0x3FEE2FFFDB52C8DD), reinterpret(0x3C7B00C1CA1B0864),\n reinterpret(0x3FEE4FFFF24216EF), reinterpret(0x3C72FFA8B094AB51),\n reinterpret(0x3FEE6FFFE88A5E11), reinterpret(0xBC57F673B1EFBE59),\n reinterpret(0x3FEE9000119EFF0D), reinterpret(0xBC84808D5E0BC801),\n reinterpret(0x3FEEAFFFDFA51744), reinterpret(0x3C780006D54320B5),\n reinterpret(0x3FEED0001A127FA1), reinterpret(0xBC5002F860565C92),\n reinterpret(0x3FEEF00007BABCC4), reinterpret(0xBC8540445D35E611),\n reinterpret(0x3FEF0FFFF57A8D02), reinterpret(0xBC4FFB3139EF9105),\n reinterpret(0x3FEF30001EE58AC7), reinterpret(0x3C8A81ACF2731155),\n reinterpret(0x3FEF4FFFF5823494), reinterpret(0x3C8A3F41D4D7C743),\n reinterpret(0x3FEF6FFFFCA94C6B), reinterpret(0xBC6202F41C987875),\n reinterpret(0x3FEF8FFFE1F9C441), reinterpret(0x3C777DD1F477E74B),\n reinterpret(0x3FEFAFFFD2E0E37E), reinterpret(0xBC6F01199A7CA331),\n reinterpret(0x3FEFD0001C77E49E), reinterpret(0x3C7181EE4BCEACB1),\n reinterpret(0x3FEFEFFFF7E0C331), reinterpret(0xBC6E05370170875A),\n reinterpret(0x3FF00FFFF465606E), reinterpret(0xBC8A7EAD491C0ADA),\n reinterpret(0x3FF02FFFF3867A58), reinterpret(0xBC977F69C3FCB2E0),\n reinterpret(0x3FF04FFFFDFC0D17), reinterpret(0x3C97BFFE34CB945B),\n reinterpret(0x3FF0700003CD4D82), reinterpret(0x3C820083C0E456CB),\n reinterpret(0x3FF08FFFF9F2CBE8), reinterpret(0xBC6DFFDFBE37751A),\n reinterpret(0x3FF0B000010CDA65), reinterpret(0xBC913F7FAEE626EB),\n reinterpret(0x3FF0D00001A4D338), reinterpret(0x3C807DFA79489FF7),\n reinterpret(0x3FF0EFFFFADAFDFD), reinterpret(0xBC77040570D66BC0),\n reinterpret(0x3FF110000BBAFD96), reinterpret(0x3C8E80D4846D0B62),\n reinterpret(0x3FF12FFFFAE5F45D), reinterpret(0x3C9DBFFA64FD36EF),\n reinterpret(0x3FF150000DD59AD9), reinterpret(0x3C9A0077701250AE),\n reinterpret(0x3FF170000F21559A), reinterpret(0x3C8DFDF9E2E3DEEE),\n reinterpret(0x3FF18FFFFC275426), reinterpret(0x3C910030DC3B7273),\n reinterpret(0x3FF1B000123D3C59), reinterpret(0x3C997F7980030188),\n reinterpret(0x3FF1CFFFF8299EB7), reinterpret(0xBC65F932AB9F8C67),\n reinterpret(0x3FF1EFFFF48AD400), reinterpret(0x3C937FBF9DA75BEB),\n reinterpret(0x3FF210000C8B86A4), reinterpret(0x3C9F806B91FD5B22),\n reinterpret(0x3FF2300003854303), reinterpret(0x3C93FFC2EB9FBF33),\n reinterpret(0x3FF24FFFFFBCF684), reinterpret(0x3C7601E77E2E2E72),\n reinterpret(0x3FF26FFFF52921D9), reinterpret(0x3C7FFCBB767F0C61),\n reinterpret(0x3FF2900014933A3C), reinterpret(0xBC7202CA3C02412B),\n reinterpret(0x3FF2B00014556313), reinterpret(0xBC92808233F21F02),\n reinterpret(0x3FF2CFFFEBFE523B), reinterpret(0xBC88FF7E384FDCF2),\n reinterpret(0x3FF2F0000BB8AD96), reinterpret(0xBC85FF51503041C5),\n reinterpret(0x3FF30FFFFB7AE2AF), reinterpret(0xBC810071885E289D),\n reinterpret(0x3FF32FFFFEAC5F7F), reinterpret(0xBC91FF5D3FB7B715),\n reinterpret(0x3FF350000CA66756), reinterpret(0x3C957F82228B82BD),\n reinterpret(0x3FF3700011FBF721), reinterpret(0x3C8000BAC40DD5CC),\n reinterpret(0x3FF38FFFF9592FB9), reinterpret(0xBC943F9D2DB2A751),\n reinterpret(0x3FF3B00004DDD242), reinterpret(0x3C857F6B707638E1),\n reinterpret(0x3FF3CFFFF5B2C957), reinterpret(0x3C7A023A10BF1231),\n reinterpret(0x3FF3EFFFEAB0B418), reinterpret(0x3C987F6D66B152B0),\n reinterpret(0x3FF410001532AFF4), reinterpret(0x3C67F8375F198524),\n reinterpret(0x3FF4300017478B29), reinterpret(0x3C8301E672DC5143),\n reinterpret(0x3FF44FFFE795B463), reinterpret(0x3C89FF69B8B2895A),\n reinterpret(0x3FF46FFFE80475E0), reinterpret(0xBC95C0B19BC2F254),\n reinterpret(0x3FF48FFFEF6FC1E7), reinterpret(0x3C9B4009F23A2A72),\n reinterpret(0x3FF4AFFFE5BEA704), reinterpret(0xBC94FFB7BF0D7D45),\n reinterpret(0x3FF4D000171027DE), reinterpret(0xBC99C06471DC6A3D),\n reinterpret(0x3FF4F0000FF03EE2), reinterpret(0x3C977F890B85531C),\n reinterpret(0x3FF5100012DC4BD1), reinterpret(0x3C6004657166A436),\n reinterpret(0x3FF530001605277A), reinterpret(0xBC96BFCECE233209),\n reinterpret(0x3FF54FFFECDB704C), reinterpret(0xBC8902720505A1D7),\n reinterpret(0x3FF56FFFEF5F54A9), reinterpret(0x3C9BBFE60EC96412),\n reinterpret(0x3FF5900017E61012), reinterpret(0x3C887EC581AFEF90),\n reinterpret(0x3FF5B00003C93E92), reinterpret(0xBC9F41080ABF0CC0),\n reinterpret(0x3FF5D0001D4919BC), reinterpret(0xBC98812AFB254729),\n reinterpret(0x3FF5EFFFE7B87A89), reinterpret(0xBC947EB780ED6904)\n]);\n\n// @ts-ignore: decorator\n@inline\nexport function log_lut(x: f64): f64 {\n const N_MASK = (1 << LOG_TABLE_BITS) - 1;\n\n const\n B0 = reinterpret(0xBFE0000000000000), // -0x1p-1\n B1 = reinterpret(0x3FD5555555555577), // 0x1.5555555555577p-2\n B2 = reinterpret(0xBFCFFFFFFFFFFDCB), // -0x1.ffffffffffdcbp-3\n B3 = reinterpret(0x3FC999999995DD0C), // 0x1.999999995dd0cp-3\n B4 = reinterpret(0xBFC55555556745A7), // -0x1.55555556745a7p-3\n B5 = reinterpret(0x3FC24924A344DE30), // 0x1.24924a344de3p-3\n B6 = reinterpret(0xBFBFFFFFA4423D65), // -0x1.fffffa4423d65p-4\n B7 = reinterpret(0x3FBC7184282AD6CA), // 0x1.c7184282ad6cap-4\n B8 = reinterpret(0xBFB999EB43B068FF), // -0x1.999eb43b068ffp-4\n B9 = reinterpret(0x3FB78182F7AFD085), // 0x1.78182f7afd085p-4\n B10 = reinterpret(0xBFB5521375D145CD); // -0x1.5521375d145cdp-4\n\n const\n A0 = reinterpret(0xBFE0000000000001), // -0x1.0000000000001p-1\n A1 = reinterpret(0x3FD555555551305B), // 0x1.555555551305bp-2\n A2 = reinterpret(0xBFCFFFFFFFEB4590), // -0x1.fffffffeb459p-3\n A3 = reinterpret(0x3FC999B324F10111), // 0x1.999b324f10111p-3\n A4 = reinterpret(0xBFC55575E506C89F); // -0x1.55575e506c89fp-3\n\n const\n LO: u64 = 0x3FEE000000000000,\n HI: u64 = 0x3FF1090000000000;\n\n const\n Ln2hi = reinterpret(0x3FE62E42FEFA3800), // 0x1.62e42fefa3800p-1\n Ln2lo = reinterpret(0x3D2EF35793C76730), // 0x1.ef35793c76730p-45\n Ox1p27 = reinterpret(0x41A0000000000000), // 0x1p27\n Ox1p52 = reinterpret(0x4330000000000000); // 0x1p52\n\n var ix = reinterpret(x);\n if (ix - LO < HI - LO) {\n let r = x - 1.0;\n let r2 = r * r;\n let r3 = r2 * r;\n let y =\n r3 * (B1 + r * B2 + r2 * B3 +\n r3 * (B4 + r * B5 + r2 * B6 +\n r3 * (B7 + r * B8 + r2 * B9 + r3 * B10)));\n // Worst-case error is around 0.507 ULP\n let w = r * Ox1p27;\n let rhi = r + w - w;\n let rlo = r - rhi;\n w = rhi * rhi * B0; // B[0] == -0.5\n let hi = r + w;\n let lo = r - hi + w;\n lo += B0 * rlo * (rhi + r);\n return y + lo + hi;\n }\n var top = u32(ix >> 48);\n if (top - 0x0010 >= 0x7FF0 - 0x0010) {\n // x < 0x1p-1022 or inf or nan\n if ((ix << 1) == 0) return -1.0 / (x * x);\n if (ix == reinterpret(Infinity)) return x; // log(inf) == inf\n if ((top & 0x8000) || (top & 0x7FF0) == 0x7FF0) return (x - x) / (x - x);\n // x is subnormal, normalize it\n ix = reinterpret(x * Ox1p52);\n ix -= u64(52) << 52;\n }\n\n // x = 2^k z; where z is in range [OFF,2*OFF) and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ix - 0x3FE6000000000000;\n var i = ((tmp >> (52 - LOG_TABLE_BITS)) & N_MASK);\n var k = tmp >> 52;\n var iz = ix - (tmp & (u64(0xFFF) << 52));\n\n var invc = load(LOG_DATA_TAB1 + (i << (1 + alignof())), 0 << alignof()); // T[i].invc;\n var logc = load(LOG_DATA_TAB1 + (i << (1 + alignof())), 1 << alignof()); // T[i].logc;\n var z = reinterpret(iz);\n\n // log(x) = log1p(z/c-1) + log(c) + k*Ln2.\n // r ~= z/c - 1, |r| < 1/(2*N)\n // #if __FP_FAST_FMA\n // \t// rounding error: 0x1p-55/N\n // \tr = __builtin_fma(z, invc, -1.0);\n // #else\n // rounding error: 0x1p-55/N + 0x1p-66\n const chi = load(LOG_DATA_TAB2 + (i << (1 + alignof())), 0 << alignof()); // T2[i].chi\n const clo = load(LOG_DATA_TAB2 + (i << (1 + alignof())), 1 << alignof()); // T2[i].clo\n var r = (z - chi - clo) * invc;\n // #endif\n var kd = k;\n\n // hi + lo = r + log(c) + k*Ln2\n var w = kd * Ln2hi + logc;\n var hi = w + r;\n var lo = w - hi + r + kd * Ln2lo;\n\n // log(x) = lo + (log1p(r) - r) + hi\n var r2 = r * r; // rounding error: 0x1p-54/N^2\n // Worst case error if |y| > 0x1p-5:\n // 0.5 + 4.13/N + abs-poly-error*2^57 ULP (+ 0.002 ULP without fma)\n // Worst case error if |y| > 0x1p-4:\n // 0.5 + 2.06/N + abs-poly-error*2^56 ULP (+ 0.001 ULP without fma).\n return lo + r2 * A0 + r * r2 * (A1 + r * A2 + r2 * (A3 + r * A4)) + hi;\n}\n\n//\n// Lookup data for pow. See: https://git.musl-libc.org/cgit/musl/tree/src/math/pow.c\n//\n\n// @ts-ignore: decorator\n@inline const POW_LOG_TABLE_BITS = 7;\n\n/* Algorithm:\n\n x = 2^k z\n log(x) = k ln2 + log(c) + log(z/c)\n log(z/c) = poly(z/c - 1)\n\nwhere z is in [0x1.69555p-1; 0x1.69555p0] which is split into N subintervals\nand z falls into the ith one, then table entries are computed as\n\n tab[i].invc = 1/c\n tab[i].logc = round(0x1p43*log(c))/0x1p43\n tab[i].logctail = (double)(log(c) - logc)\n\nwhere c is chosen near the center of the subinterval such that 1/c has only a\nfew precision bits so z/c - 1 is exactly representible as double:\n\n 1/c = center < 1 ? round(N/center)/N : round(2*N/center)/N/2\n\nNote: |z/c - 1| < 1/N for the chosen c, |log(c) - logc - logctail| < 0x1p-97,\nthe last few bits of logc are rounded away so k*ln2hi + logc has no rounding\nerror and the interval for z is selected such that near x == 1, where log(x)\nis tiny, large cancellation error is avoided in logc + poly(z/c - 1). */\n\n// @ts-ignore: decorator\n@lazy @inline const POW_LOG_DATA_TAB = memory.data([\n // invc ,pad, logc , logctail\n reinterpret(0x3FF6A00000000000), 0, reinterpret(0xBFD62C82F2B9C800), reinterpret(0x3CFAB42428375680),\n reinterpret(0x3FF6800000000000), 0, reinterpret(0xBFD5D1BDBF580800), reinterpret(0xBD1CA508D8E0F720),\n reinterpret(0x3FF6600000000000), 0, reinterpret(0xBFD5767717455800), reinterpret(0xBD2362A4D5B6506D),\n reinterpret(0x3FF6400000000000), 0, reinterpret(0xBFD51AAD872DF800), reinterpret(0xBCE684E49EB067D5),\n reinterpret(0x3FF6200000000000), 0, reinterpret(0xBFD4BE5F95777800), reinterpret(0xBD041B6993293EE0),\n reinterpret(0x3FF6000000000000), 0, reinterpret(0xBFD4618BC21C6000), reinterpret(0x3D13D82F484C84CC),\n reinterpret(0x3FF5E00000000000), 0, reinterpret(0xBFD404308686A800), reinterpret(0x3CDC42F3ED820B3A),\n reinterpret(0x3FF5C00000000000), 0, reinterpret(0xBFD3A64C55694800), reinterpret(0x3D20B1C686519460),\n reinterpret(0x3FF5A00000000000), 0, reinterpret(0xBFD347DD9A988000), reinterpret(0x3D25594DD4C58092),\n reinterpret(0x3FF5800000000000), 0, reinterpret(0xBFD2E8E2BAE12000), reinterpret(0x3D267B1E99B72BD8),\n reinterpret(0x3FF5600000000000), 0, reinterpret(0xBFD2895A13DE8800), reinterpret(0x3D15CA14B6CFB03F),\n reinterpret(0x3FF5600000000000), 0, reinterpret(0xBFD2895A13DE8800), reinterpret(0x3D15CA14B6CFB03F),\n reinterpret(0x3FF5400000000000), 0, reinterpret(0xBFD22941FBCF7800), reinterpret(0xBD165A242853DA76),\n reinterpret(0x3FF5200000000000), 0, reinterpret(0xBFD1C898C1699800), reinterpret(0xBD1FAFBC68E75404),\n reinterpret(0x3FF5000000000000), 0, reinterpret(0xBFD1675CABABA800), reinterpret(0x3D1F1FC63382A8F0),\n reinterpret(0x3FF4E00000000000), 0, reinterpret(0xBFD1058BF9AE4800), reinterpret(0xBD26A8C4FD055A66),\n reinterpret(0x3FF4C00000000000), 0, reinterpret(0xBFD0A324E2739000), reinterpret(0xBD0C6BEE7EF4030E),\n reinterpret(0x3FF4A00000000000), 0, reinterpret(0xBFD0402594B4D000), reinterpret(0xBCF036B89EF42D7F),\n reinterpret(0x3FF4A00000000000), 0, reinterpret(0xBFD0402594B4D000), reinterpret(0xBCF036B89EF42D7F),\n reinterpret(0x3FF4800000000000), 0, reinterpret(0xBFCFB9186D5E4000), reinterpret(0x3D0D572AAB993C87),\n reinterpret(0x3FF4600000000000), 0, reinterpret(0xBFCEF0ADCBDC6000), reinterpret(0x3D2B26B79C86AF24),\n reinterpret(0x3FF4400000000000), 0, reinterpret(0xBFCE27076E2AF000), reinterpret(0xBD172F4F543FFF10),\n reinterpret(0x3FF4200000000000), 0, reinterpret(0xBFCD5C216B4FC000), reinterpret(0x3D21BA91BBCA681B),\n reinterpret(0x3FF4000000000000), 0, reinterpret(0xBFCC8FF7C79AA000), reinterpret(0x3D27794F689F8434),\n reinterpret(0x3FF4000000000000), 0, reinterpret(0xBFCC8FF7C79AA000), reinterpret(0x3D27794F689F8434),\n reinterpret(0x3FF3E00000000000), 0, reinterpret(0xBFCBC286742D9000), reinterpret(0x3D194EB0318BB78F),\n reinterpret(0x3FF3C00000000000), 0, reinterpret(0xBFCAF3C94E80C000), reinterpret(0x3CBA4E633FCD9066),\n reinterpret(0x3FF3A00000000000), 0, reinterpret(0xBFCA23BC1FE2B000), reinterpret(0xBD258C64DC46C1EA),\n reinterpret(0x3FF3A00000000000), 0, reinterpret(0xBFCA23BC1FE2B000), reinterpret(0xBD258C64DC46C1EA),\n reinterpret(0x3FF3800000000000), 0, reinterpret(0xBFC9525A9CF45000), reinterpret(0xBD2AD1D904C1D4E3),\n reinterpret(0x3FF3600000000000), 0, reinterpret(0xBFC87FA06520D000), reinterpret(0x3D2BBDBF7FDBFA09),\n reinterpret(0x3FF3400000000000), 0, reinterpret(0xBFC7AB890210E000), reinterpret(0x3D2BDB9072534A58),\n reinterpret(0x3FF3400000000000), 0, reinterpret(0xBFC7AB890210E000), reinterpret(0x3D2BDB9072534A58),\n reinterpret(0x3FF3200000000000), 0, reinterpret(0xBFC6D60FE719D000), reinterpret(0xBD10E46AA3B2E266),\n reinterpret(0x3FF3000000000000), 0, reinterpret(0xBFC5FF3070A79000), reinterpret(0xBD1E9E439F105039),\n reinterpret(0x3FF3000000000000), 0, reinterpret(0xBFC5FF3070A79000), reinterpret(0xBD1E9E439F105039),\n reinterpret(0x3FF2E00000000000), 0, reinterpret(0xBFC526E5E3A1B000), reinterpret(0xBD20DE8B90075B8F),\n reinterpret(0x3FF2C00000000000), 0, reinterpret(0xBFC44D2B6CCB8000), reinterpret(0x3D170CC16135783C),\n reinterpret(0x3FF2C00000000000), 0, reinterpret(0xBFC44D2B6CCB8000), reinterpret(0x3D170CC16135783C),\n reinterpret(0x3FF2A00000000000), 0, reinterpret(0xBFC371FC201E9000), reinterpret(0x3CF178864D27543A),\n reinterpret(0x3FF2800000000000), 0, reinterpret(0xBFC29552F81FF000), reinterpret(0xBD248D301771C408),\n reinterpret(0x3FF2600000000000), 0, reinterpret(0xBFC1B72AD52F6000), reinterpret(0xBD2E80A41811A396),\n reinterpret(0x3FF2600000000000), 0, reinterpret(0xBFC1B72AD52F6000), reinterpret(0xBD2E80A41811A396),\n reinterpret(0x3FF2400000000000), 0, reinterpret(0xBFC0D77E7CD09000), reinterpret(0x3D0A699688E85BF4),\n reinterpret(0x3FF2400000000000), 0, reinterpret(0xBFC0D77E7CD09000), reinterpret(0x3D0A699688E85BF4),\n reinterpret(0x3FF2200000000000), 0, reinterpret(0xBFBFEC9131DBE000), reinterpret(0xBD2575545CA333F2),\n reinterpret(0x3FF2000000000000), 0, reinterpret(0xBFBE27076E2B0000), reinterpret(0x3D2A342C2AF0003C),\n reinterpret(0x3FF2000000000000), 0, reinterpret(0xBFBE27076E2B0000), reinterpret(0x3D2A342C2AF0003C),\n reinterpret(0x3FF1E00000000000), 0, reinterpret(0xBFBC5E548F5BC000), reinterpret(0xBD1D0C57585FBE06),\n reinterpret(0x3FF1C00000000000), 0, reinterpret(0xBFBA926D3A4AE000), reinterpret(0x3D253935E85BAAC8),\n reinterpret(0x3FF1C00000000000), 0, reinterpret(0xBFBA926D3A4AE000), reinterpret(0x3D253935E85BAAC8),\n reinterpret(0x3FF1A00000000000), 0, reinterpret(0xBFB8C345D631A000), reinterpret(0x3D137C294D2F5668),\n reinterpret(0x3FF1A00000000000), 0, reinterpret(0xBFB8C345D631A000), reinterpret(0x3D137C294D2F5668),\n reinterpret(0x3FF1800000000000), 0, reinterpret(0xBFB6F0D28AE56000), reinterpret(0xBD269737C93373DA),\n reinterpret(0x3FF1600000000000), 0, reinterpret(0xBFB51B073F062000), reinterpret(0x3D1F025B61C65E57),\n reinterpret(0x3FF1600000000000), 0, reinterpret(0xBFB51B073F062000), reinterpret(0x3D1F025B61C65E57),\n reinterpret(0x3FF1400000000000), 0, reinterpret(0xBFB341D7961BE000), reinterpret(0x3D2C5EDACCF913DF),\n reinterpret(0x3FF1400000000000), 0, reinterpret(0xBFB341D7961BE000), reinterpret(0x3D2C5EDACCF913DF),\n reinterpret(0x3FF1200000000000), 0, reinterpret(0xBFB16536EEA38000), reinterpret(0x3D147C5E768FA309),\n reinterpret(0x3FF1000000000000), 0, reinterpret(0xBFAF0A30C0118000), reinterpret(0x3D2D599E83368E91),\n reinterpret(0x3FF1000000000000), 0, reinterpret(0xBFAF0A30C0118000), reinterpret(0x3D2D599E83368E91),\n reinterpret(0x3FF0E00000000000), 0, reinterpret(0xBFAB42DD71198000), reinterpret(0x3D1C827AE5D6704C),\n reinterpret(0x3FF0E00000000000), 0, reinterpret(0xBFAB42DD71198000), reinterpret(0x3D1C827AE5D6704C),\n reinterpret(0x3FF0C00000000000), 0, reinterpret(0xBFA77458F632C000), reinterpret(0xBD2CFC4634F2A1EE),\n reinterpret(0x3FF0C00000000000), 0, reinterpret(0xBFA77458F632C000), reinterpret(0xBD2CFC4634F2A1EE),\n reinterpret(0x3FF0A00000000000), 0, reinterpret(0xBFA39E87B9FEC000), reinterpret(0x3CF502B7F526FEAA),\n reinterpret(0x3FF0A00000000000), 0, reinterpret(0xBFA39E87B9FEC000), reinterpret(0x3CF502B7F526FEAA),\n reinterpret(0x3FF0800000000000), 0, reinterpret(0xBF9F829B0E780000), reinterpret(0xBD2980267C7E09E4),\n reinterpret(0x3FF0800000000000), 0, reinterpret(0xBF9F829B0E780000), reinterpret(0xBD2980267C7E09E4),\n reinterpret(0x3FF0600000000000), 0, reinterpret(0xBF97B91B07D58000), reinterpret(0xBD288D5493FAA639),\n reinterpret(0x3FF0400000000000), 0, reinterpret(0xBF8FC0A8B0FC0000), reinterpret(0xBCDF1E7CF6D3A69C),\n reinterpret(0x3FF0400000000000), 0, reinterpret(0xBF8FC0A8B0FC0000), reinterpret(0xBCDF1E7CF6D3A69C),\n reinterpret(0x3FF0200000000000), 0, reinterpret(0xBF7FE02A6B100000), reinterpret(0xBD19E23F0DDA40E4),\n reinterpret(0x3FF0200000000000), 0, reinterpret(0xBF7FE02A6B100000), reinterpret(0xBD19E23F0DDA40E4),\n reinterpret(0x3FF0000000000000), 0, 0, 0,\n reinterpret(0x3FF0000000000000), 0, 0, 0,\n reinterpret(0x3FEFC00000000000), 0, reinterpret(0x3F80101575890000), reinterpret(0xBD10C76B999D2BE8),\n reinterpret(0x3FEF800000000000), 0, reinterpret(0x3F90205658938000), reinterpret(0xBD23DC5B06E2F7D2),\n reinterpret(0x3FEF400000000000), 0, reinterpret(0x3F98492528C90000), reinterpret(0xBD2AA0BA325A0C34),\n reinterpret(0x3FEF000000000000), 0, reinterpret(0x3FA0415D89E74000), reinterpret(0x3D0111C05CF1D753),\n reinterpret(0x3FEEC00000000000), 0, reinterpret(0x3FA466AED42E0000), reinterpret(0xBD2C167375BDFD28),\n reinterpret(0x3FEE800000000000), 0, reinterpret(0x3FA894AA149FC000), reinterpret(0xBD197995D05A267D),\n reinterpret(0x3FEE400000000000), 0, reinterpret(0x3FACCB73CDDDC000), reinterpret(0xBD1A68F247D82807),\n reinterpret(0x3FEE200000000000), 0, reinterpret(0x3FAEEA31C006C000), reinterpret(0xBD0E113E4FC93B7B),\n reinterpret(0x3FEDE00000000000), 0, reinterpret(0x3FB1973BD1466000), reinterpret(0xBD25325D560D9E9B),\n reinterpret(0x3FEDA00000000000), 0, reinterpret(0x3FB3BDF5A7D1E000), reinterpret(0x3D2CC85EA5DB4ED7),\n reinterpret(0x3FED600000000000), 0, reinterpret(0x3FB5E95A4D97A000), reinterpret(0xBD2C69063C5D1D1E),\n reinterpret(0x3FED400000000000), 0, reinterpret(0x3FB700D30AEAC000), reinterpret(0x3CEC1E8DA99DED32),\n reinterpret(0x3FED000000000000), 0, reinterpret(0x3FB9335E5D594000), reinterpret(0x3D23115C3ABD47DA),\n reinterpret(0x3FECC00000000000), 0, reinterpret(0x3FBB6AC88DAD6000), reinterpret(0xBD1390802BF768E5),\n reinterpret(0x3FECA00000000000), 0, reinterpret(0x3FBC885801BC4000), reinterpret(0x3D2646D1C65AACD3),\n reinterpret(0x3FEC600000000000), 0, reinterpret(0x3FBEC739830A2000), reinterpret(0xBD2DC068AFE645E0),\n reinterpret(0x3FEC400000000000), 0, reinterpret(0x3FBFE89139DBE000), reinterpret(0xBD2534D64FA10AFD),\n reinterpret(0x3FEC000000000000), 0, reinterpret(0x3FC1178E8227E000), reinterpret(0x3D21EF78CE2D07F2),\n reinterpret(0x3FEBE00000000000), 0, reinterpret(0x3FC1AA2B7E23F000), reinterpret(0x3D2CA78E44389934),\n reinterpret(0x3FEBA00000000000), 0, reinterpret(0x3FC2D1610C868000), reinterpret(0x3D039D6CCB81B4A1),\n reinterpret(0x3FEB800000000000), 0, reinterpret(0x3FC365FCB0159000), reinterpret(0x3CC62FA8234B7289),\n reinterpret(0x3FEB400000000000), 0, reinterpret(0x3FC4913D8333B000), reinterpret(0x3D25837954FDB678),\n reinterpret(0x3FEB200000000000), 0, reinterpret(0x3FC527E5E4A1B000), reinterpret(0x3D2633E8E5697DC7),\n reinterpret(0x3FEAE00000000000), 0, reinterpret(0x3FC6574EBE8C1000), reinterpret(0x3D19CF8B2C3C2E78),\n reinterpret(0x3FEAC00000000000), 0, reinterpret(0x3FC6F0128B757000), reinterpret(0xBD25118DE59C21E1),\n reinterpret(0x3FEAA00000000000), 0, reinterpret(0x3FC7898D85445000), reinterpret(0xBD1C661070914305),\n reinterpret(0x3FEA600000000000), 0, reinterpret(0x3FC8BEAFEB390000), reinterpret(0xBD073D54AAE92CD1),\n reinterpret(0x3FEA400000000000), 0, reinterpret(0x3FC95A5ADCF70000), reinterpret(0x3D07F22858A0FF6F),\n reinterpret(0x3FEA000000000000), 0, reinterpret(0x3FCA93ED3C8AE000), reinterpret(0xBD28724350562169),\n reinterpret(0x3FE9E00000000000), 0, reinterpret(0x3FCB31D8575BD000), reinterpret(0xBD0C358D4EACE1AA),\n reinterpret(0x3FE9C00000000000), 0, reinterpret(0x3FCBD087383BE000), reinterpret(0xBD2D4BC4595412B6),\n reinterpret(0x3FE9A00000000000), 0, reinterpret(0x3FCC6FFBC6F01000), reinterpret(0xBCF1EC72C5962BD2),\n reinterpret(0x3FE9600000000000), 0, reinterpret(0x3FCDB13DB0D49000), reinterpret(0xBD2AFF2AF715B035),\n reinterpret(0x3FE9400000000000), 0, reinterpret(0x3FCE530EFFE71000), reinterpret(0x3CC212276041F430),\n reinterpret(0x3FE9200000000000), 0, reinterpret(0x3FCEF5ADE4DD0000), reinterpret(0xBCCA211565BB8E11),\n reinterpret(0x3FE9000000000000), 0, reinterpret(0x3FCF991C6CB3B000), reinterpret(0x3D1BCBECCA0CDF30),\n reinterpret(0x3FE8C00000000000), 0, reinterpret(0x3FD07138604D5800), reinterpret(0x3CF89CDB16ED4E91),\n reinterpret(0x3FE8A00000000000), 0, reinterpret(0x3FD0C42D67616000), reinterpret(0x3D27188B163CEAE9),\n reinterpret(0x3FE8800000000000), 0, reinterpret(0x3FD1178E8227E800), reinterpret(0xBD2C210E63A5F01C),\n reinterpret(0x3FE8600000000000), 0, reinterpret(0x3FD16B5CCBACF800), reinterpret(0x3D2B9ACDF7A51681),\n reinterpret(0x3FE8400000000000), 0, reinterpret(0x3FD1BF99635A6800), reinterpret(0x3D2CA6ED5147BDB7),\n reinterpret(0x3FE8200000000000), 0, reinterpret(0x3FD214456D0EB800), reinterpret(0x3D0A87DEBA46BAEA),\n reinterpret(0x3FE7E00000000000), 0, reinterpret(0x3FD2BEF07CDC9000), reinterpret(0x3D2A9CFA4A5004F4),\n reinterpret(0x3FE7C00000000000), 0, reinterpret(0x3FD314F1E1D36000), reinterpret(0xBD28E27AD3213CB8),\n reinterpret(0x3FE7A00000000000), 0, reinterpret(0x3FD36B6776BE1000), reinterpret(0x3D116ECDB0F177C8),\n reinterpret(0x3FE7800000000000), 0, reinterpret(0x3FD3C25277333000), reinterpret(0x3D183B54B606BD5C),\n reinterpret(0x3FE7600000000000), 0, reinterpret(0x3FD419B423D5E800), reinterpret(0x3D08E436EC90E09D),\n reinterpret(0x3FE7400000000000), 0, reinterpret(0x3FD4718DC271C800), reinterpret(0xBD2F27CE0967D675),\n reinterpret(0x3FE7200000000000), 0, reinterpret(0x3FD4C9E09E173000), reinterpret(0xBD2E20891B0AD8A4),\n reinterpret(0x3FE7000000000000), 0, reinterpret(0x3FD522AE0738A000), reinterpret(0x3D2EBE708164C759),\n reinterpret(0x3FE6E00000000000), 0, reinterpret(0x3FD57BF753C8D000), reinterpret(0x3D1FADEDEE5D40EF),\n reinterpret(0x3FE6C00000000000), 0, reinterpret(0x3FD5D5BDDF596000), reinterpret(0xBD0A0B2A08A465DC)\n]);\n\n// Returns 0 if not int, 1 if odd int, 2 if even int. The argument is\n// the bit representation of a non-zero finite floating-point value.\n// @ts-ignore: decorator\n@inline\nfunction checkint(iy: u64): i32 {\n var e = iy >> 52 & 0x7FF;\n if (e < 0x3FF ) return 0;\n if (e > 0x3FF + 52) return 2;\n e = u64(1) << (0x3FF + 52 - e);\n if (iy & (e - 1)) return 0;\n if (iy & e ) return 1;\n return 2;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction xflow(sign: u32, y: f64): f64 {\n return select(-y, y, sign) * y;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction uflow(sign: u32): f64 {\n return xflow(sign, reinterpret(0x1000000000000000)); // 0x1p-767\n}\n\n// @ts-ignore: decorator\n@inline\nfunction oflow(sign: u32): f64 {\n return xflow(sign, reinterpret(0x7000000000000000)); // 0x1p769\n}\n\n// Returns 1 if input is the bit representation of 0, infinity or nan.\n// @ts-ignore: decorator\n@inline\nfunction zeroinfnan(u: u64): bool {\n return (u << 1) - 1 >= 0xFFE0000000000000 - 1;\n}\n\n// @ts-ignore: decorator\n@lazy var log_tail: f64 = 0;\n\n// Compute y+TAIL = log(x) where the rounded result is y and TAIL has about\n// additional 15 bits precision. IX is the bit representation of x, but\n// normalized in the subnormal range using the sign bit for the exponent.\n// @ts-ignore: decorator\n@inline\nfunction log_inline(ix: u64): f64 {\n const N = 1 << POW_LOG_TABLE_BITS;\n const N_MASK = N - 1;\n\n const\n Ln2hi = reinterpret(0x3FE62E42FEFA3800),\n Ln2lo = reinterpret(0x3D2EF35793C76730);\n\n const\n A0 = reinterpret(0xBFE0000000000000),\n A1 = reinterpret(0xBFE5555555555560),\n A2 = reinterpret(0x3FE0000000000006),\n A3 = reinterpret(0x3FE999999959554E),\n A4 = reinterpret(0xBFE555555529A47A),\n A5 = reinterpret(0xBFF2495B9B4845E9),\n A6 = reinterpret(0x3FF0002B8B263FC3);\n\n // x = 2^k z; where z is in range [OFF,2*OFF) and exact.\n // The range is split into N subintervals.\n // The ith subinterval contains z and c is near its center.\n var tmp = ix - 0x3fE6955500000000;\n var i = ((tmp >> (52 - POW_LOG_TABLE_BITS)) & N_MASK);\n var k = tmp >> 52;\n var iz = ix - (tmp & u64(0xFFF) << 52);\n var z = reinterpret(iz);\n var kd = k;\n\n // log(x) = k*Ln2 + log(c) + log1p(z/c-1).\n var invc = load(POW_LOG_DATA_TAB + (i << (2 + alignof())), 0 << alignof()); // tab[i].invc\n var logc = load(POW_LOG_DATA_TAB + (i << (2 + alignof())), 2 << alignof()); // tab[i].logc\n var logctail = load(POW_LOG_DATA_TAB + (i << (2 + alignof())), 3 << alignof()); // tab[i].logctail\n\n // Note: 1/c is j/N or j/N/2 where j is an integer in [N,2N) and\n // |z/c - 1| < 1/N, so r = z/c - 1 is exactly representible.\n // Split z such that rhi, rlo and rhi*rhi are exact and |rlo| <= |r|.\n var zhi = reinterpret((iz + u64(0x80000000)) & 0xFFFFFFFF00000000);\n var zlo = z - zhi;\n var rhi = zhi * invc - 1.0;\n var rlo = zlo * invc;\n var r = rhi + rlo;\n\n // k * Ln2 + log(c) + r.\n var t1 = kd * Ln2hi + logc;\n var t2 = t1 + r;\n var lo1 = kd * Ln2lo + logctail;\n var lo2 = t1 - t2 + r;\n\n // Evaluation is optimized assuming superscalar pipelined execution.\n var ar = A0 * r; // A[0] = -0.5\n var ar2 = r * ar;\n var ar3 = r * ar2;\n // k * Ln2 + log(c) + r + A[0] * r * r.\n var arhi = A0 * rhi;\n var arhi2 = rhi * arhi;\n var hi = t2 + arhi2;\n var lo3 = rlo * (ar + arhi);\n var lo4 = t2 - hi + arhi2;\n\n // p = log1p(r) - r - A[0] * r * r.\n var p = ar3 * (A1 + r * A2 + ar2 * (A3 + r * A4 + ar2 * (A5 + r * A6)));\n var lo = lo1 + lo2 + lo3 + lo4 + p;\n var y = hi + lo;\n log_tail = hi - y + lo;\n\n return y;\n}\n\n// @ts-ignore: decorator\n@inline const SIGN_BIAS = 0x800 << EXP_TABLE_BITS;\n\n// Computes sign*exp(x+xtail) where |xtail| < 2^-8/N and |xtail| <= |x|.\n// The sign_bias argument is SIGN_BIAS or 0 and sets the sign to -1 or 1.\n// @ts-ignore: decorator\n@inline\nfunction exp_inline(x: f64, xtail: f64, sign_bias: u32): f64 {\n const N = 1 << EXP_TABLE_BITS;\n const N_MASK = N - 1;\n\n const\n InvLn2N = reinterpret(0x3FF71547652B82FE) * N, // 0x1.71547652b82fep0\n NegLn2hiN = reinterpret(0xBF762E42FEFA0000), // -0x1.62e42fefa0000p-8\n NegLn2loN = reinterpret(0xBD0CF79ABC9E3B3A), // -0x1.cf79abc9e3b3ap-47\n shift = reinterpret(0x4338000000000000); // 0x1.8p52\n\n const\n C2 = reinterpret(0x3FDFFFFFFFFFFDBD), // __exp_data.poly[0] (0x1.ffffffffffdbdp-2)\n C3 = reinterpret(0x3FC555555555543C), // __exp_data.poly[1] (0x1.555555555543cp-3)\n C4 = reinterpret(0x3FA55555CF172B91), // __exp_data.poly[2] (0x1.55555cf172b91p-5)\n C5 = reinterpret(0x3F81111167A4D017); // __exp_data.poly[3] (0x1.1111167a4d017p-7)\n\n var abstop: u32;\n var ki: u64, top: u64, sbits: u64;\n var idx: usize;\n // double_t for better performance on targets with FLT_EVAL_METHOD==2.\n var kd: f64, z: f64, r: f64, r2: f64, scale: f64, tail: f64, tmp: f64;\n\n var ux = reinterpret(x);\n abstop = (ux >> 52) & 0x7FF;\n if (abstop - 0x3C9 >= 0x03F) {\n if (abstop - 0x3C9 >= 0x80000000) {\n // Avoid spurious underflow for tiny x.\n // Note: 0 is common input.\n return select(-1.0, 1.0, sign_bias);\n }\n if (abstop >= 0x409) { // top12(1024.0)\n // Note: inf and nan are already handled.\n return ux >> 63 ? uflow(sign_bias) : oflow(sign_bias);\n }\n // Large x is special cased below.\n abstop = 0;\n }\n\n // exp(x) = 2^(k/N) * exp(r), with exp(r) in [2^(-1/2N),2^(1/2N)].\n // x = ln2/N*k + r, with int k and r in [-ln2/2N, ln2/2N].\n z = InvLn2N * x;\n\n // #if TOINT_INTRINSICS\n // kd = roundtoint(z);\n // ki = converttoint(z);\n // #elif EXP_USE_TOINT_NARROW\n // // z - kd is in [-0.5-2^-16, 0.5] in all rounding modes.\n // kd = eval_as_double(z + shift);\n // ki = asuint64(kd) >> 16;\n // kd = (double_t)(int32_t)ki;\n // #else\n // z - kd is in [-1, 1] in non-nearest rounding modes\n kd = z + shift;\n ki = reinterpret(kd);\n kd -= shift;\n // #endif\n r = x + kd * NegLn2hiN + kd * NegLn2loN;\n // The code assumes 2^-200 < |xtail| < 2^-8/N\n r += xtail;\n // 2^(k/N) ~= scale * (1 + tail)\n idx = ((ki & N_MASK) << 1);\n top = (ki + sign_bias) << (52 - EXP_TABLE_BITS);\n\n tail = reinterpret(load(EXP_DATA_TAB + (idx << alignof())));\n // This is only a valid scale when -1023*N < k < 1024*N\n sbits = load(EXP_DATA_TAB + (idx << alignof()), 1 << alignof()) + top;\n // exp(x) = 2^(k/N) * exp(r) ~= scale + scale * (tail + exp(r) - 1).\n // Evaluation is optimized assuming superscalar pipelined execution.\n r2 = r * r;\n // Without fma the worst case error is 0.25/N ulp larger.\n // Worst case error is less than 0.5+1.11/N+(abs poly error * 2^53) ulp\n tmp = tail + r + r2 * (C2 + r * C3) + r2 * r2 * (C4 + r * C5);\n if (abstop == 0) return specialcase(tmp, sbits, ki);\n scale = reinterpret(sbits);\n // Note: tmp == 0 or |tmp| > 2^-200 and scale > 2^-739, so there\n // is no spurious underflow here even without fma.\n return scale + scale * tmp;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function pow_lut(x: f64, y: f64): f64 {\n const Ox1p52 = reinterpret(0x4330000000000000); // 0x1p52\n\n var sign_bias: u32 = 0;\n var ix = reinterpret(x);\n var iy = reinterpret(y);\n var topx = ix >> 52;\n var topy = iy >> 52;\n\n if (topx - 0x001 >= 0x7FF - 0x001 || (topy & 0x7FF) - 0x3BE >= 0x43e - 0x3BE) {\n // Note: if |y| > 1075 * ln2 * 2^53 ~= 0x1.749p62 then pow(x,y) = inf/0\n // and if |y| < 2^-54 / 1075 ~= 0x1.e7b6p-65 then pow(x,y) = +-1.\n // Special cases: (x < 0x1p-126 or inf or nan) or\n // (|y| < 0x1p-65 or |y| >= 0x1p63 or nan).\n if (zeroinfnan(iy)) {\n if ((iy << 1) == 0) return 1.0;\n if (ix == 0x3FF0000000000000) return NaN; // original: 1.0\n if ((ix << 1) > 0xFFE0000000000000 || (iy << 1) > 0xFFE0000000000000) return x + y;\n if ((ix << 1) == 0x7FE0000000000000) return NaN; // original: 1.0\n if (((ix << 1) < 0x7FE0000000000000) == !(iy >> 63)) return 0; // |x|<1 && y==inf or |x|>1 && y==-inf.\n return y * y;\n }\n if (zeroinfnan(ix)) {\n let x2 = x * x;\n if (i32(ix >> 63) && checkint(iy) == 1) x2 = -x2;\n return iy >> 63 ? 1 / x2 : x2;\n }\n // Here x and y are non-zero finite\n if (ix >> 63) {\n // Finite x < 0\n let yint = checkint(iy);\n if (yint == 0) return (x - x) / (x - x);\n if (yint == 1) sign_bias = SIGN_BIAS;\n ix &= 0x7FFFFFFFFFFFFFFF;\n topx &= 0x7FF;\n }\n if ((topy & 0x7FF) - 0x3BE >= 0x43E - 0x3BE) {\n // Note: sign_bias == 0 here because y is not odd.\n if (ix == 0x3FF0000000000000) return 1;\n if ((topy & 0x7FF) < 0x3BE) return 1; // |y| < 2^-65, x^y ~= 1 + y*log(x).\n return (ix > 0x3FF0000000000000) == (topy < 0x800) ? Infinity : 0;\n }\n if (topx == 0) {\n // Normalize subnormal x so exponent becomes negative.\n ix = reinterpret(x * Ox1p52);\n ix &= 0x7FFFFFFFFFFFFFFF;\n ix -= u64(52) << 52;\n }\n }\n\n var hi = log_inline(ix);\n var lo = log_tail;\n var ehi: f64, elo: f64;\n // #if __FP_FAST_FMA\n // ehi = y * hi;\n // elo = y * lo + __builtin_fma(y, hi, -ehi);\n // #else\n var yhi = reinterpret(iy & 0xFFFFFFFFF8000000);\n var ylo = y - yhi;\n var lhi = reinterpret(reinterpret(hi) & 0xFFFFFFFFF8000000);\n var llo = hi - lhi + lo;\n ehi = yhi * lhi;\n elo = ylo * lhi + y * llo; // |elo| < |ehi| * 2^-25.\n // #endif\n return exp_inline(ehi, elo, sign_bias);\n}\n","import * as JSMath from \"./bindings/Math\";\nexport { JSMath };\n\nimport {\n pow_lut, exp_lut, exp2_lut, log_lut, log2_lut,\n powf_lut, expf_lut, exp2f_lut, logf_lut, log2f_lut\n} from \"./util/math\";\n\nimport {\n abs as builtin_abs,\n ceil as builtin_ceil,\n clz as builtin_clz,\n copysign as builtin_copysign,\n floor as builtin_floor,\n max as builtin_max,\n min as builtin_min,\n sqrt as builtin_sqrt,\n trunc as builtin_trunc\n} from \"./builtins\";\n\n// SUN COPYRIGHT NOTICE\n//\n// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.\n// Developed at SunPro, a Sun Microsystems, Inc. business.\n// Permission to use, copy, modify, and distribute this software\n// is freely granted, provided that this notice is preserved.\n//\n// Applies to all functions marked with a comment referring here.\n\n/** @internal */\n// @ts-ignore: decorator\n@lazy var rempio2_y0: f64, rempio2_y1: f64, res128_hi: u64;\n\n/** @internal */\n// @ts-ignore: decorator\n@lazy @inline const PIO2_TABLE = memory.data([\n 0x00000000A2F9836E, 0x4E441529FC2757D1, 0xF534DDC0DB629599, 0x3C439041FE5163AB,\n 0xDEBBC561B7246E3A, 0x424DD2E006492EEA, 0x09D1921CFE1DEB1C, 0xB129A73EE88235F5,\n 0x2EBB4484E99C7026, 0xB45F7E413991D639, 0x835339F49C845F8B, 0xBDF9283B1FF897FF,\n 0xDE05980FEF2F118B, 0x5A0A6D1F6D367ECF, 0x27CB09B74F463F66, 0x9E5FEA2D7527BAC7,\n 0xEBE5F17B3D0739F7, 0x8A5292EA6BFB5FB1, 0x1F8D5D0856033046, 0xFC7B6BABF0CFBC20,\n 0x9AF4361DA9E39161, 0x5EE61B086599855F, 0x14A068408DFFD880, 0x4D73273106061557\n]);\n\n/** @internal */\nfunction R(z: f64): f64 { // Rational approximation of (asin(x)-x)/x^3\n const // see: musl/src/math/asin.c and SUN COPYRIGHT NOTICE above\n pS0 = reinterpret(0x3FC5555555555555), // 1.66666666666666657415e-01\n pS1 = reinterpret(0xBFD4D61203EB6F7D), // -3.25565818622400915405e-01\n pS2 = reinterpret(0x3FC9C1550E884455), // 2.01212532134862925881e-01\n pS3 = reinterpret(0xBFA48228B5688F3B), // -4.00555345006794114027e-02\n pS4 = reinterpret(0x3F49EFE07501B288), // 7.91534994289814532176e-04\n pS5 = reinterpret(0x3F023DE10DFDF709), // 3.47933107596021167570e-05\n qS1 = reinterpret(0xC0033A271C8A2D4B), // -2.40339491173441421878e+00\n qS2 = reinterpret(0x40002AE59C598AC8), // 2.02094576023350569471e+00\n qS3 = reinterpret(0xBFE6066C1B8D0159), // -6.88283971605453293030e-01\n qS4 = reinterpret(0x3FB3B8C5B12E9282); // 7.70381505559019352791e-02\n\n var p = z * (pS0 + z * (pS1 + z * (pS2 + z * (pS3 + z * (pS4 + z * pS5)))));\n var q = 1.0 + z * (qS1 + z * (qS2 + z * (qS3 + z * qS4)));\n return p / q;\n}\n\n/** @internal */\n// @ts-ignore: decorator\n@inline\nfunction expo2(x: f64, sign: f64): f64 { // exp(x)/2 for x >= log(DBL_MAX)\n const // see: musl/src/math/__expo2.c\n k = 2043,\n kln2 = reinterpret(0x40962066151ADD8B); // 0x1.62066151add8bp+10\n var scale = reinterpret(((0x3FF + k / 2) << 20) << 32);\n // in directed rounding correct sign before rounding or overflow is important\n return NativeMath.exp(x - kln2) * (sign * scale) * scale;\n}\n\n/** @internal */\n/* Helper function to eventually get bits of π/2 * |x|\n *\n * y = π/4 * (frac << clz(frac) >> 11)\n * return clz(frac)\n *\n * Right shift 11 bits to make upper half fit in `double`\n */\n// @ts-ignore: decorator\n@inline\nfunction pio2_right(q0: u64, q1: u64): u64 { // see: jdh8/metallic/blob/master/src/math/double/rem_pio2.c\n // Bits of π/4\n const p0: u64 = 0xC4C6628B80DC1CD1;\n const p1: u64 = 0xC90FDAA22168C234;\n\n const Ox1p_64 = reinterpret(0x3BF0000000000000); // 0x1p-64\n const Ox1p_75 = reinterpret(0x3B40000000000000); // 0x1p-75\n\n var shift = clz(q1);\n\n q1 = q1 << shift | q0 >> (64 - shift);\n q0 <<= shift;\n\n var lo = umuldi(p1, q1);\n var hi = res128_hi;\n\n var ahi = hi >> 11;\n var alo = lo >> 11 | hi << 53;\n var blo = (Ox1p_75 * p0 * q1 + Ox1p_75 * p1 * q0);\n\n rempio2_y0 = (ahi + u64(lo < blo));\n rempio2_y1 = Ox1p_64 * (alo + blo);\n\n return shift;\n}\n\n/** @internal */\n// @ts-ignore: decorator\n@inline\nfunction umuldi(u: u64, v: u64): u64 {\n var u1: u64 , v1: u64, w0: u64, w1: u64, t: u64;\n\n u1 = u & 0xFFFFFFFF;\n v1 = v & 0xFFFFFFFF;\n\n u >>= 32;\n v >>= 32;\n\n t = u1 * v1;\n w0 = t & 0xFFFFFFFF;\n t = u * v1 + (t >> 32);\n w1 = t >> 32;\n t = u1 * v + (t & 0xFFFFFFFF);\n\n res128_hi = u * v + w1 + (t >> 32);\n return (t << 32) + w0;\n}\n\n/** @internal */\nfunction pio2_large_quot(x: f64, u: i64): i32 { // see: jdh8/metallic/blob/master/src/math/double/rem_pio2.c\n var magnitude = u & 0x7FFFFFFFFFFFFFFF;\n var offset = (magnitude >> 52) - 1045;\n var shift = offset & 63;\n var tblPtr = PIO2_TABLE + ((offset >> 6) << 3);\n var s0: u64, s1: u64, s2: u64;\n\n var b0 = load(tblPtr, 0 << 3);\n var b1 = load(tblPtr, 1 << 3);\n var b2 = load(tblPtr, 2 << 3);\n\n // Get 192 bits of 0x1p-31 / π with `offset` bits skipped\n if (shift) {\n let rshift = 64 - shift;\n let b3 = load(tblPtr, 3 << 3);\n s0 = b1 >> rshift | b0 << shift;\n s1 = b2 >> rshift | b1 << shift;\n s2 = b3 >> rshift | b2 << shift;\n } else {\n s0 = b0;\n s1 = b1;\n s2 = b2;\n }\n\n var significand = (u & 0x000FFFFFFFFFFFFF) | 0x0010000000000000;\n\n // First 128 bits of fractional part of x/(2π)\n var blo = umuldi(s1, significand);\n var bhi = res128_hi;\n\n var ahi = s0 * significand;\n var clo = (s2 >> 32) * (significand >> 32);\n var plo = blo + clo;\n var phi = ahi + bhi + u64(plo < clo);\n\n // r: u128 = p << 2\n var rlo = plo << 2;\n var rhi = phi << 2 | plo >> 62;\n\n // s: i128 = r >> 127\n var slo = rhi >> 63;\n var shi = slo >> 1;\n var q = (phi >> 62) - slo;\n\n var shifter = 0x3CB0000000000000 - (pio2_right(rlo ^ slo, rhi ^ shi) << 52);\n var signbit = (u ^ rhi) & 0x8000000000000000;\n var coeff = reinterpret(shifter | signbit);\n\n rempio2_y0 *= coeff;\n rempio2_y1 *= coeff;\n\n return q;\n}\n\n/** @internal */\n// @ts-ignore: decorator\n@inline\nfunction rempio2(x: f64, u: u64, sign: i32): i32 {\n const\n pio2_1 = reinterpret(0x3FF921FB54400000), // 1.57079632673412561417e+00\n pio2_1t = reinterpret(0x3DD0B4611A626331), // 6.07710050650619224932e-11\n pio2_2 = reinterpret(0x3DD0B4611A600000), // 6.07710050630396597660e-11\n pio2_2t = reinterpret(0x3BA3198A2E037073), // 2.02226624879595063154e-21\n pio2_3 = reinterpret(0x3BA3198A2E000000), // 2.02226624871116645580e-21\n pio2_3t = reinterpret(0x397B839A252049C1), // 8.47842766036889956997e-32\n invpio2 = reinterpret(0x3FE45F306DC9C883); // 0.63661977236758134308\n\n var ix = (u >> 32) & 0x7FFFFFFF;\n\n if (ASC_SHRINK_LEVEL < 1) {\n if (ix < 0x4002D97C) { // |x| < 3pi/4, special case with n=+-1\n let q = 1, z: f64, y0: f64, y1: f64;\n if (!sign) {\n z = x - pio2_1;\n if (ix != 0x3FF921FB) { // 33+53 bit pi is good enough\n y0 = z - pio2_1t;\n y1 = (z - y0) - pio2_1t;\n } else { // near pi/2, use 33+33+53 bit pi\n z -= pio2_2;\n y0 = z - pio2_2t;\n y1 = (z - y0) - pio2_2t;\n }\n } else { // negative x\n z = x + pio2_1;\n if (ix != 0x3FF921FB) { // 33+53 bit pi is good enough\n y0 = z + pio2_1t;\n y1 = (z - y0) + pio2_1t;\n } else { // near pi/2, use 33+33+53 bit pi\n z += pio2_2;\n y0 = z + pio2_2t;\n y1 = (z - y0) + pio2_2t;\n }\n q = -1;\n }\n rempio2_y0 = y0;\n rempio2_y1 = y1;\n return q;\n }\n }\n\n if (ix < 0x413921FB) { // |x| ~< 2^20*pi/2 (1647099)\n // Use precise Cody Waite scheme\n let q = nearest(x * invpio2);\n let r = x - q * pio2_1;\n let w = q * pio2_1t; // 1st round good to 85 bit\n let j = ix >> 20;\n let y0 = r - w;\n let hi = (reinterpret(y0) >> 32);\n let i = j - ((hi >> 20) & 0x7FF);\n\n if (i > 16) { // 2nd iteration needed, good to 118\n let t = r;\n w = q * pio2_2;\n r = t - w;\n w = q * pio2_2t - ((t - r) - w);\n y0 = r - w;\n hi = (reinterpret(y0) >> 32);\n i = j - ((hi >> 20) & 0x7FF);\n if (i > 49) { // 3rd iteration need, 151 bits acc\n let t = r;\n w = q * pio2_3;\n r = t - w;\n w = q * pio2_3t - ((t - r) - w);\n y0 = r - w;\n }\n }\n let y1 = (r - y0) - w;\n rempio2_y0 = y0;\n rempio2_y1 = y1;\n return q;\n }\n var q = pio2_large_quot(x, u);\n return select(-q, q, sign);\n}\n\n/** @internal */\n// @ts-ignore: decorator\n@inline\nfunction sin_kern(x: f64, y: f64, iy: i32): f64 { // see: musl/tree/src/math/__sin.c\n const\n S1 = reinterpret(0xBFC5555555555549), // -1.66666666666666324348e-01\n S2 = reinterpret(0x3F8111111110F8A6), // 8.33333333332248946124e-03\n S3 = reinterpret(0xBF2A01A019C161D5), // -1.98412698298579493134e-04\n S4 = reinterpret(0x3EC71DE357B1FE7D), // 2.75573137070700676789e-06\n S5 = reinterpret(0xBE5AE5E68A2B9CEB), // -2.50507602534068634195e-08\n S6 = reinterpret(0x3DE5D93A5ACFD57C); // 1.58969099521155010221e-10\n\n var z = x * x;\n var w = z * z;\n var r = S2 + z * (S3 + z * S4) + z * w * (S5 + z * S6);\n var v = z * x;\n if (!iy) {\n return x + v * (S1 + z * r);\n } else {\n return x - ((z * (0.5 * y - v * r) - y) - v * S1);\n }\n}\n\n/** @internal */\n// @ts-ignore: decorator\n@inline\nfunction cos_kern(x: f64, y: f64): f64 { // see: musl/tree/src/math/__cos.c\n const\n C1 = reinterpret(0x3FA555555555554C), // 4.16666666666666019037e-02\n C2 = reinterpret(0xBF56C16C16C15177), // -1.38888888888741095749e-03\n C3 = reinterpret(0x3EFA01A019CB1590), // 2.48015872894767294178e-05\n C4 = reinterpret(0xBE927E4F809C52AD), // -2.75573143513906633035e-07\n C5 = reinterpret(0x3E21EE9EBDB4B1C4), // 2.08757232129817482790e-09\n C6 = reinterpret(0xBDA8FAE9BE8838D4); // -1.13596475577881948265e-11\n\n var z = x * x;\n var w = z * z;\n var r = z * (C1 + z * (C2 + z * C3)) + w * w * (C4 + z * (C5 + z * C6));\n var hz = 0.5 * z;\n w = 1.0 - hz;\n return w + (((1.0 - w) - hz) + (z * r - x * y));\n}\n\n/** @internal */\nfunction tan_kern(x: f64, y: f64, iy: i32): f64 { // see: src/lib/msun/src/k_tan.c\n const\n T0 = reinterpret(0x3FD5555555555563), // 3.33333333333334091986e-01\n T1 = reinterpret(0x3FC111111110FE7A), // 1.33333333333201242699e-01\n T2 = reinterpret(0x3FABA1BA1BB341FE), // 5.39682539762260521377e-02\n T3 = reinterpret(0x3F9664F48406D637), // 2.18694882948595424599e-02\n T4 = reinterpret(0x3F8226E3E96E8493), // 8.86323982359930005737e-03\n T5 = reinterpret(0x3F6D6D22C9560328), // 3.59207910759131235356e-03\n T6 = reinterpret(0x3F57DBC8FEE08315), // 1.45620945432529025516e-03\n T7 = reinterpret(0x3F4344D8F2F26501), // 5.88041240820264096874e-04\n T8 = reinterpret(0x3F3026F71A8D1068), // 2.46463134818469906812e-04\n T9 = reinterpret(0x3F147E88A03792A6), // 7.81794442939557092300e-05\n T10 = reinterpret(0x3F12B80F32F0A7E9), // 7.14072491382608190305e-05\n T11 = reinterpret(0xBEF375CBDB605373), // -1.85586374855275456654e-05\n T12 = reinterpret(0x3EFB2A7074BF7AD4); // 2.59073051863633712884e-05\n\n const\n one = reinterpret(0x3FF0000000000000), // 1.00000000000000000000e+00\n pio4 = reinterpret(0x3FE921FB54442D18), // 7.85398163397448278999e-01\n pio4lo = reinterpret(0x3C81A62633145C07); // 3.06161699786838301793e-17\n\n var z: f64, r: f64, v: f64, w: f64, s: f64;\n var hx = (reinterpret(x) >> 32); // high word of x\n var ix = hx & 0x7FFFFFFF; // high word of |x|\n var big = ix >= 0x3FE59428;\n if (big) { // |x| >= 0.6744\n if (hx < 0) { x = -x, y = -y; }\n z = pio4 - x;\n w = pio4lo - y;\n x = z + w;\n y = 0.0;\n }\n z = x * x;\n w = z * z;\n r = T1 + w * (T3 + w * (T5 + w * (T7 + w * (T9 + w * T11))));\n v = z * (T2 + w * (T4 + w * (T6 + w * (T8 + w * (T10 + w * T12)))));\n s = z * x;\n r = y + z * (s * (r + v) + y);\n r += T0 * s;\n w = x + r;\n if (big) {\n v = iy;\n return (1 - ((hx >> 30) & 2)) * (v - 2.0 * (x - (w * w / (w + v) - r)));\n }\n if (iy == 1) return w;\n var a: f64, t: f64;\n z = w;\n z = reinterpret(reinterpret(z) & 0xFFFFFFFF00000000);\n v = r - (z - x); // z + v = r + x\n t = a = -one / w; // a = -1.0 / w\n t = reinterpret(reinterpret(t) & 0xFFFFFFFF00000000);\n s = one + t * z;\n return t + a * (s + t * v);\n}\n\n/** @internal */\nfunction dtoi32(x: f64): i32 {\n if (ASC_SHRINK_LEVEL > 0) {\n const inv32 = 1.0 / 4294967296;\n return (x - 4294967296 * floor(x * inv32));\n } else {\n let result = 0;\n let u = reinterpret(x);\n let e = (u >> 52) & 0x7FF;\n if (e <= 1023 + 30) {\n result = x;\n } else if (e <= 1023 + 30 + 53) {\n let v = (u & ((1 << 52) - 1)) | (1 << 52);\n v = v << e - 1023 - 52 + 32;\n result = (v >> 32);\n result = select(-result, result, u >> 63);\n }\n return result;\n }\n}\n\n// @ts-ignore: decorator\n@lazy var random_seeded = false;\n\n// @ts-ignore: decorator\n@lazy var random_state0_64: u64, random_state1_64: u64;\n\n// @ts-ignore: decorator\n@lazy var random_state0_32: u32, random_state1_32: u32;\n\nfunction murmurHash3(h: u64): u64 { // Force all bits of a hash block to avalanche\n h ^= h >> 33; // see: https://github.com/aappleby/smhasher\n h *= 0xFF51AFD7ED558CCD;\n h ^= h >> 33;\n h *= 0xC4CEB9FE1A85EC53;\n h ^= h >> 33;\n return h;\n}\n\nfunction splitMix32(h: u32): u32 {\n h += 0x6D2B79F5;\n h = (h ^ (h >> 15)) * (h | 1);\n h ^= h + (h ^ (h >> 7)) * (h | 61);\n return h ^ (h >> 14);\n}\n\nexport namespace NativeMath {\n\n // @ts-ignore: decorator\n @lazy\n export const E = reinterpret(0x4005BF0A8B145769); // 2.7182818284590452354\n\n // @ts-ignore: decorator\n @lazy\n export const LN2 = reinterpret(0x3FE62E42FEFA39EF); // 0.69314718055994530942\n\n // @ts-ignore: decorator\n @lazy\n export const LN10 = reinterpret(0x40026BB1BBB55516); // 2.30258509299404568402\n\n // @ts-ignore: decorator\n @lazy\n export const LOG2E = reinterpret(0x3FF71547652B82FE); // 1.4426950408889634074\n\n // @ts-ignore: decorator\n @lazy\n export const LOG10E = reinterpret(0x3FDBCB7B1526E50E); // 0.43429448190325182765\n\n // @ts-ignore: decorator\n @lazy\n export const PI = reinterpret(0x400921FB54442D18); // 3.14159265358979323846\n\n // @ts-ignore: decorator\n @lazy\n export const SQRT1_2 = reinterpret(0x3FE6A09E667F3BCD); // 0.70710678118654752440\n\n // @ts-ignore: decorator\n @lazy\n export const SQRT2 = reinterpret(0x3FF6A09E667F3BCD); // 1.41421356237309504880\n\n // @ts-ignore: decorator\n @lazy\n export var sincos_sin: f64 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export var sincos_cos: f64 = 0;\n\n // @ts-ignore: decorator\n @inline export function abs(x: f64): f64 {\n return builtin_abs(x);\n }\n\n export function acos(x: f64): f64 { // see: musl/src/math/acos.c and SUN COPYRIGHT NOTICE above\n const\n pio2_hi = reinterpret(0x3FF921FB54442D18), // 1.57079632679489655800e+00\n pio2_lo = reinterpret(0x3C91A62633145C07), // 6.12323399573676603587e-17\n Ox1p_120f = reinterpret(0x03800000);\n\n var hx = (reinterpret(x) >> 32);\n var ix = hx & 0x7FFFFFFF;\n if (ix >= 0x3FF00000) {\n let lx = reinterpret(x);\n if ((ix - 0x3FF00000 | lx) == 0) {\n if (hx >> 31) return 2 * pio2_hi + Ox1p_120f;\n return 0;\n }\n return 0 / (x - x);\n }\n if (ix < 0x3FE00000) {\n if (ix <= 0x3C600000) return pio2_hi + Ox1p_120f;\n return pio2_hi - (x - (pio2_lo - x * R(x * x)));\n }\n var s: f64, w: f64, z: f64;\n if (hx >> 31) {\n // z = (1.0 + x) * 0.5;\n z = 0.5 + x * 0.5;\n s = builtin_sqrt(z);\n w = R(z) * s - pio2_lo;\n return 2 * (pio2_hi - (s + w));\n }\n // z = (1.0 - x) * 0.5;\n z = 0.5 - x * 0.5;\n s = builtin_sqrt(z);\n var df = reinterpret(reinterpret(s) & 0xFFFFFFFF00000000);\n var c = (z - df * df) / (s + df);\n w = R(z) * s + c;\n return 2 * (df + w);\n }\n\n export function acosh(x: f64): f64 { // see: musl/src/math/acosh.c\n const s = reinterpret(0x3FE62E42FEFA39EF);\n var u = reinterpret(x);\n // Prevent propagation for all input values less than 1.0.\n // Note musl lib didn't fix this yet.\n if (u < 0x3FF0000000000000) return (x - x) / 0.0;\n var e = u >> 52 & 0x7FF;\n if (e < 0x3FF + 1) return log1p(x - 1 + builtin_sqrt((x - 1) * (x - 1) + 2 * (x - 1)));\n if (e < 0x3FF + 26) return log(2 * x - 1 / (x + builtin_sqrt(x * x - 1)));\n return log(x) + s;\n }\n\n export function asin(x: f64): f64 { // see: musl/src/math/asin.c and SUN COPYRIGHT NOTICE above\n const\n pio2_hi = reinterpret(0x3FF921FB54442D18), // 1.57079632679489655800e+00\n pio2_lo = reinterpret(0x3C91A62633145C07), // 6.12323399573676603587e-17\n Ox1p_120f = reinterpret(0x03800000);\n\n var hx = (reinterpret(x) >> 32);\n var ix = hx & 0x7FFFFFFF;\n if (ix >= 0x3FF00000) {\n let lx = reinterpret(x);\n if ((ix - 0x3FF00000 | lx) == 0) return x * pio2_hi + Ox1p_120f;\n return 0 / (x - x);\n }\n if (ix < 0x3FE00000) {\n if (ix < 0x3E500000 && ix >= 0x00100000) return x;\n return x + x * R(x * x);\n }\n // var z = (1.0 - builtin_abs(x)) * 0.5;\n var z = 0.5 - builtin_abs(x) * 0.5;\n var s = builtin_sqrt(z);\n var r = R(z);\n if (ix >= 0x3FEF3333) x = pio2_hi - (2 * (s + s * r) - pio2_lo);\n else {\n let f = reinterpret(reinterpret(s) & 0xFFFFFFFF00000000);\n let c = (z - f * f) / (s + f);\n x = 0.5 * pio2_hi - (2 * s * r - (pio2_lo - 2 * c) - (0.5 * pio2_hi - 2 * f));\n }\n if (hx >> 31) return -x;\n return x;\n }\n\n export function asinh(x: f64): f64 { // see: musl/src/math/asinh.c\n const c = reinterpret(0x3FE62E42FEFA39EF); // 0.693147180559945309417232121458176568\n var u = reinterpret(x);\n var e = u >> 52 & 0x7FF;\n var y = reinterpret(u & 0x7FFFFFFFFFFFFFFF);\n if (e >= 0x3FF + 26) y = log(y) + c;\n else if (e >= 0x3FF + 1) y = log(2 * y + 1 / (builtin_sqrt(y * y + 1) + y));\n else if (e >= 0x3FF - 26) y = log1p(y + y * y / (builtin_sqrt(y * y + 1) + 1));\n return builtin_copysign(y, x);\n }\n\n export function atan(x: f64): f64 { // see musl/src/math/atan.c and SUN COPYRIGHT NOTICE above\n const\n atanhi0 = reinterpret(0x3FDDAC670561BB4F), // 4.63647609000806093515e-01\n atanhi1 = reinterpret(0x3FE921FB54442D18), // 7.85398163397448278999e-01\n atanhi2 = reinterpret(0x3FEF730BD281F69B), // 9.82793723247329054082e-01\n atanhi3 = reinterpret(0x3FF921FB54442D18), // 1.57079632679489655800e+00\n atanlo0 = reinterpret(0x3C7A2B7F222F65E2), // 2.26987774529616870924e-17\n atanlo1 = reinterpret(0x3C81A62633145C07), // 3.06161699786838301793e-17\n atanlo2 = reinterpret(0x3C7007887AF0CBBD), // 1.39033110312309984516e-17\n atanlo3 = reinterpret(0x3C91A62633145C07), // 6.12323399573676603587e-17\n aT0 = reinterpret(0x3FD555555555550D), // 3.33333333333329318027e-01\n aT1 = reinterpret(0xBFC999999998EBC4), // -1.99999999998764832476e-01\n aT2 = reinterpret(0x3FC24924920083FF), // 1.42857142725034663711e-01\n aT3 = reinterpret(0xBFBC71C6FE231671), // -1.11111104054623557880e-01,\n aT4 = reinterpret(0x3FB745CDC54C206E), // 9.09088713343650656196e-02\n aT5 = reinterpret(0xBFB3B0F2AF749A6D), // -7.69187620504482999495e-02\n aT6 = reinterpret(0x3FB10D66A0D03D51), // 6.66107313738753120669e-02\n aT7 = reinterpret(0xBFADDE2D52DEFD9A), // -5.83357013379057348645e-02\n aT8 = reinterpret(0x3FA97B4B24760DEB), // 4.97687799461593236017e-02\n aT9 = reinterpret(0xBFA2B4442C6A6C2F), // -3.65315727442169155270e-02\n aT10 = reinterpret(0x3F90AD3AE322DA11), // 1.62858201153657823623e-02\n Ox1p_120f = reinterpret(0x03800000);\n\n var ix = (reinterpret(x) >> 32);\n var sx = x;\n ix &= 0x7FFFFFFF;\n var z: f64;\n if (ix >= 0x44100000) {\n if (isNaN(x)) return x;\n z = atanhi3 + Ox1p_120f;\n return builtin_copysign(z, sx);\n }\n var id: i32;\n if (ix < 0x3FDC0000) {\n if (ix < 0x3E400000) return x;\n id = -1;\n } else {\n x = builtin_abs(x);\n if (ix < 0x3FF30000) {\n if (ix < 0x3FE60000) {\n id = 0;\n x = (2.0 * x - 1.0) / (2.0 + x);\n } else {\n id = 1;\n x = (x - 1.0) / (x + 1.0);\n }\n } else {\n if (ix < 0x40038000) {\n id = 2;\n x = (x - 1.5) / (1.0 + 1.5 * x);\n } else {\n id = 3;\n x = -1.0 / x;\n }\n }\n }\n z = x * x;\n var w = z * z;\n var s1 = z * (aT0 + w * (aT2 + w * (aT4 + w * (aT6 + w * (aT8 + w * aT10)))));\n var s2 = w * (aT1 + w * (aT3 + w * (aT5 + w * (aT7 + w * aT9))));\n var s3 = x * (s1 + s2);\n if (id < 0) return x - s3;\n switch (id) {\n case 0: { z = atanhi0 - ((s3 - atanlo0) - x); break; }\n case 1: { z = atanhi1 - ((s3 - atanlo1) - x); break; }\n case 2: { z = atanhi2 - ((s3 - atanlo2) - x); break; }\n case 3: { z = atanhi3 - ((s3 - atanlo3) - x); break; }\n default: unreachable();\n }\n return builtin_copysign(z, sx);\n }\n\n export function atanh(x: f64): f64 { // see: musl/src/math/atanh.c\n var u = reinterpret(x);\n var e = u >> 52 & 0x7FF;\n var y = builtin_abs(x);\n if (e < 0x3FF - 1) {\n if (e >= 0x3FF - 32) y = 0.5 * log1p(2 * y + 2 * y * y / (1 - y));\n } else {\n y = 0.5 * log1p(2 * (y / (1 - y)));\n }\n return builtin_copysign(y, x);\n }\n\n export function atan2(y: f64, x: f64): f64 { // see: musl/src/math/atan2.c and SUN COPYRIGHT NOTICE above\n const pi_lo = reinterpret(0x3CA1A62633145C07); // 1.2246467991473531772E-16\n if (isNaN(x) || isNaN(y)) return x + y;\n var u = reinterpret(x);\n var ix = (u >> 32);\n var lx = u;\n u = reinterpret(y);\n var iy = (u >> 32);\n var ly = u;\n if ((ix - 0x3FF00000 | lx) == 0) return atan(y);\n var m = ((iy >> 31) & 1) | ((ix >> 30) & 2);\n ix = ix & 0x7FFFFFFF;\n iy = iy & 0x7FFFFFFF;\n if ((iy | ly) == 0) {\n switch (m) {\n case 0:\n case 1: return y;\n case 2: return PI;\n case 3: return -PI;\n }\n }\n if ((ix | lx) == 0) return m & 1 ? -PI / 2 : PI / 2;\n if (ix == 0x7FF00000) {\n if (iy == 0x7FF00000) {\n let t = m & 2 ? 3 * PI / 4 : PI / 4;\n return m & 1 ? -t : t;\n } else {\n let t = m & 2 ? PI : 0;\n return m & 1 ? -t : t;\n }\n }\n var z: f64;\n if (ix + (64 << 20) < iy || iy == 0x7FF00000) return m & 1 ? -PI / 2 : PI / 2;\n if ((m & 2) && iy + (64 << 20) < ix) z = 0;\n else z = atan(builtin_abs(y / x));\n switch (m) {\n case 0: return z;\n case 1: return -z;\n case 2: return PI - (z - pi_lo);\n case 3: return (z - pi_lo) - PI;\n }\n unreachable();\n return 0;\n }\n\n export function cbrt(x: f64): f64 { // see: musl/src/math/cbrt.c and SUN COPYRIGHT NOTICE above\n const\n B1 = 715094163,\n B2 = 696219795,\n P0 = reinterpret(0x3FFE03E60F61E692), // 1.87595182427177009643\n P1 = reinterpret(0xBFFE28E092F02420), // -1.88497979543377169875\n P2 = reinterpret(0x3FF9F1604A49D6C2), // 1.621429720105354466140\n P3 = reinterpret(0xBFE844CBBEE751D9), // -0.758397934778766047437\n P4 = reinterpret(0x3FC2B000D4E4EDD7), // 0.145996192886612446982\n Ox1p54 = reinterpret(0x4350000000000000); // 0x1p54\n\n var u = reinterpret(x);\n var hx = (u >> 32) & 0x7FFFFFFF;\n if (hx >= 0x7FF00000) return x + x;\n if (hx < 0x00100000) {\n u = reinterpret(x * Ox1p54);\n hx = (u >> 32) & 0x7FFFFFFF;\n if (hx == 0) return x;\n hx = hx / 3 + B2;\n } else {\n hx = hx / 3 + B1;\n }\n u &= 1 << 63;\n u |= hx << 32;\n var t = reinterpret(u);\n var r = (t * t) * (t / x);\n t = t * ((P0 + r * (P1 + r * P2)) + ((r * r) * r) * (P3 + r * P4));\n t = reinterpret((reinterpret(t) + 0x80000000) & 0xFFFFFFFFC0000000);\n var s = t * t;\n r = x / s;\n r = (r - t) / (2 * t + r);\n t = t + t * r;\n return t;\n }\n\n // @ts-ignore: decorator\n @inline\n export function ceil(x: f64): f64 {\n return builtin_ceil(x);\n }\n\n export function clz32(x: f64): f64 {\n if (!isFinite(x)) return 32;\n /*\n * Wasm (MVP) and JS have different approaches for double->int conversions.\n *\n * For emulate JS conversion behavior and avoid trapping from wasm we should modulate by MAX_INT\n * our float-point arguments before actual convertion to integers.\n */\n return builtin_clz(dtoi32(x));\n }\n\n export function cos(x: f64): f64 { // see: musl/src/math/cos.c\n var u = reinterpret(x);\n var ix = (u >> 32);\n var sign = ix >> 31;\n\n ix &= 0x7FFFFFFF;\n\n // |x| ~< pi/4\n if (ix <= 0x3FE921FB) {\n if (ix < 0x3E46A09E) { // |x| < 2**-27 * sqrt(2)\n return 1.0;\n }\n return cos_kern(x, 0);\n }\n\n // sin(Inf or NaN) is NaN\n if (ix >= 0x7FF00000) return x - x;\n\n // argument reduction needed\n var n = rempio2(x, u, sign);\n var y0 = rempio2_y0;\n var y1 = rempio2_y1;\n\n x = n & 1 ? sin_kern(y0, y1, 1) : cos_kern(y0, y1);\n return (n + 1) & 2 ? -x : x;\n }\n\n export function cosh(x: f64): f64 { // see: musl/src/math/cosh.c\n var u = reinterpret(x);\n u &= 0x7FFFFFFFFFFFFFFF;\n x = reinterpret(u);\n var w = (u >> 32);\n var t: f64;\n if (w < 0x3FE62E42) {\n if (w < 0x3FF00000 - (26 << 20)) return 1;\n t = expm1(x);\n // return 1 + t * t / (2 * (1 + t));\n return 1 + t * t / (2 + 2 * t);\n }\n if (w < 0x40862E42) {\n t = exp(x);\n return 0.5 * (t + 1 / t);\n }\n t = expo2(x, 1);\n return t;\n }\n\n export function exp(x: f64): f64 { // see: musl/src/math/exp.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return exp_lut(x);\n } else {\n const\n ln2hi = reinterpret(0x3FE62E42FEE00000), // 6.93147180369123816490e-01\n ln2lo = reinterpret(0x3DEA39EF35793C76), // 1.90821492927058770002e-10\n invln2 = reinterpret(0x3FF71547652B82FE), // 1.44269504088896338700e+00\n P1 = reinterpret(0x3FC555555555553E), // 1.66666666666666019037e-01\n P2 = reinterpret(0xBF66C16C16BEBD93), // -2.77777777770155933842e-03\n P3 = reinterpret(0x3F11566AAF25DE2C), // 6.61375632143793436117e-05\n P4 = reinterpret(0xBEBBBD41C5D26BF1), // -1.65339022054652515390e-06\n P5 = reinterpret(0x3E66376972BEA4D0), // 4.13813679705723846039e-08\n overflow = reinterpret(0x40862E42FEFA39EF), // 709.782712893383973096\n underflow = reinterpret(0xC0874910D52D3051), // -745.13321910194110842\n Ox1p1023 = reinterpret(0x7FE0000000000000); // 0x1p1023\n\n let hx = (reinterpret(x) >> 32);\n let sign_ = (hx >> 31);\n hx &= 0x7FFFFFFF;\n if (hx >= 0x4086232B) {\n if (isNaN(x)) return x;\n if (x > overflow) return x * Ox1p1023;\n if (x < underflow) return 0;\n }\n let hi: f64, lo: f64 = 0;\n let k = 0;\n if (hx > 0x3FD62E42) {\n if (hx >= 0x3FF0A2B2) {\n k = (invln2 * x + builtin_copysign(0.5, x));\n } else {\n k = 1 - (sign_ << 1);\n }\n hi = x - k * ln2hi;\n lo = k * ln2lo;\n x = hi - lo;\n } else if (hx > 0x3E300000) {\n hi = x;\n } else return 1.0 + x;\n let xs = x * x;\n // var c = x - xp2 * (P1 + xp2 * (P2 + xp2 * (P3 + xp2 * (P4 + xp2 * P5))));\n let xq = xs * xs;\n let c = x - (xs * P1 + xq * ((P2 + xs * P3) + xq * (P4 + xs * P5)));\n let y = 1.0 + (x * c / (2 - c) - lo + hi);\n return k == 0 ? y : scalbn(y, k);\n }\n }\n\n export function exp2(x: f64): f64 {\n return exp2_lut(x);\n }\n\n export function expm1(x: f64): f64 { // see: musl/src/math/expm1.c and SUN COPYRIGHT NOTICE above\n const\n o_threshold = reinterpret(0x40862E42FEFA39EF), // 7.09782712893383973096e+02\n ln2_hi = reinterpret(0x3FE62E42FEE00000), // 6.93147180369123816490e-01\n ln2_lo = reinterpret(0x3DEA39EF35793C76), // 1.90821492927058770002e-10\n invln2 = reinterpret(0x3FF71547652B82FE), // 1.44269504088896338700e+00\n Q1 = reinterpret(0xBFA11111111110F4), // -3.33333333333331316428e-02\n Q2 = reinterpret(0x3F5A01A019FE5585), // 1.58730158725481460165e-03\n Q3 = reinterpret(0xBF14CE199EAADBB7), // -7.93650757867487942473e-05\n Q4 = reinterpret(0x3ED0CFCA86E65239), // 4.00821782732936239552e-06\n Q5 = reinterpret(0xBE8AFDB76E09C32D), // -2.01099218183624371326e-07\n Ox1p1023 = reinterpret(0x7FE0000000000000); // 0x1p1023\n\n var u = reinterpret(x);\n var hx = (u >> 32 & 0x7FFFFFFF);\n var k = 0, sign_ = (u >> 63);\n if (hx >= 0x4043687A) {\n if (isNaN(x)) return x;\n if (sign_) return -1;\n if (x > o_threshold) return x * Ox1p1023;\n }\n var c = 0.0, t: f64;\n if (hx > 0x3FD62E42) {\n k = select(\n 1 - (sign_ << 1),\n (invln2 * x + builtin_copysign(0.5, x)),\n hx < 0x3FF0A2B2\n );\n t = k;\n let hi = x - t * ln2_hi;\n let lo = t * ln2_lo;\n x = hi - lo;\n c = (hi - x) - lo;\n } else if (hx < 0x3C900000) return x;\n var hfx = 0.5 * x;\n var hxs = x * hfx;\n // var r1 = 1.0 + hxs * (Q1 + hxs * (Q2 + hxs * (Q3 + hxs * (Q4 + hxs * Q5))));\n var hxq = hxs * hxs;\n var r1 = (1.0 + hxs * Q1) + hxq * ((Q2 + hxs * Q3) + hxq * (Q4 + hxs * Q5));\n t = 3.0 - r1 * hfx;\n var e = hxs * ((r1 - t) / (6.0 - x * t));\n if (k == 0) return x - (x * e - hxs);\n e = x * (e - c) - c;\n e -= hxs;\n if (k == -1) return 0.5 * (x - e) - 0.5;\n if (k == 1) {\n if (x < -0.25) return -2.0 * (e - (x + 0.5));\n return 1.0 + 2.0 * (x - e);\n }\n u = (0x3FF + k) << 52;\n var twopk = reinterpret(u);\n var y: f64;\n if (k < 0 || k > 56) {\n y = x - e + 1.0;\n if (k == 1024) y = y * 2.0 * Ox1p1023;\n else y = y * twopk;\n return y - 1.0;\n }\n u = (0x3FF - k) << 52;\n y = reinterpret(u);\n if (k < 20) y = (1 - y) - e;\n else y = 1 - (e + y);\n return (x + y) * twopk;\n }\n\n // @ts-ignore: decorator\n @inline\n export function floor(x: f64): f64 {\n return builtin_floor(x);\n }\n\n // @ts-ignore: decorator\n @inline\n export function fround(x: f64): f64 {\n return x;\n }\n\n export function hypot(x: f64, y: f64): f64 { // see: musl/src/math/hypot.c\n const\n SPLIT = reinterpret(0x41A0000000000000) + 1, // 0x1p27 + 1\n Ox1p700 = reinterpret(0x6BB0000000000000),\n Ox1p_700 = reinterpret(0x1430000000000000);\n\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n ux &= 0x7FFFFFFFFFFFFFFF;\n uy &= 0x7FFFFFFFFFFFFFFF;\n if (ux < uy) {\n let ut = ux;\n ux = uy;\n uy = ut;\n }\n var ex = (ux >> 52);\n var ey = (uy >> 52);\n y = reinterpret(uy);\n if (ey == 0x7FF) return y;\n x = reinterpret(ux);\n if (ex == 0x7FF || uy == 0) return x;\n if (ex - ey > 64) return x + y;\n var z = 1.0;\n if (ex > 0x3FF + 510) {\n z = Ox1p700;\n x *= Ox1p_700;\n y *= Ox1p_700;\n } else if (ey < 0x3FF - 450) {\n z = Ox1p_700;\n x *= Ox1p700;\n y *= Ox1p700;\n }\n var c = x * SPLIT;\n var h = x - c + c;\n var l = x - h;\n var hx = x * x;\n var lx = h * h - hx + (2 * h + l) * l;\n c = y * SPLIT;\n h = y - c + c;\n l = y - h;\n var hy = y * y;\n var ly = h * h - hy + (2 * h + l) * l;\n return z * builtin_sqrt(ly + lx + hy + hx);\n }\n\n export function imul(x: f64, y: f64): f64 {\n /*\n * Wasm (MVP) and JS have different approaches for double->int conversions.\n *\n * For emulate JS conversion behavior and avoid trapping from wasm we should modulate by MAX_INT\n * our float-point arguments before actual convertion to integers.\n */\n if (!isFinite(x + y)) return 0;\n return dtoi32(x) * dtoi32(y);\n }\n\n export function log(x: f64): f64 { // see: musl/src/math/log.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return log_lut(x);\n } else {\n const\n ln2_hi = reinterpret(0x3FE62E42FEE00000), // 6.93147180369123816490e-01\n ln2_lo = reinterpret(0x3DEA39EF35793C76), // 1.90821492927058770002e-10\n Lg1 = reinterpret(0x3FE5555555555593), // 6.666666666666735130e-01\n Lg2 = reinterpret(0x3FD999999997FA04), // 3.999999999940941908e-01\n Lg3 = reinterpret(0x3FD2492494229359), // 2.857142874366239149e-01\n Lg4 = reinterpret(0x3FCC71C51D8E78AF), // 2.222219843214978396e-01\n Lg5 = reinterpret(0x3FC7466496CB03DE), // 1.818357216161805012e-01\n Lg6 = reinterpret(0x3FC39A09D078C69F), // 1.531383769920937332e-01\n Lg7 = reinterpret(0x3FC2F112DF3E5244), // 1.479819860511658591e-01\n Ox1p54 = reinterpret(0x4350000000000000); // 0x1p54\n\n let u = reinterpret(x);\n let hx = (u >> 32);\n let k = 0;\n if (hx < 0x00100000 || (hx >> 31)) {\n if (u << 1 == 0) return -1 / (x * x);\n if (hx >> 31) return (x - x) / 0.0;\n k -= 54;\n x *= Ox1p54;\n u = reinterpret(x);\n hx = (u >> 32);\n } else if (hx >= 0x7FF00000) {\n return x;\n } else if (hx == 0x3FF00000 && u << 32 == 0) {\n return 0;\n }\n hx += 0x3FF00000 - 0x3FE6A09E;\n k += (hx >> 20) - 0x3FF;\n hx = (hx & 0x000FFFFF) + 0x3FE6A09E;\n u = hx << 32 | (u & 0xFFFFFFFF);\n x = reinterpret(u);\n let f = x - 1.0;\n let hfsq = 0.5 * f * f;\n let s = f / (2.0 + f);\n let z = s * s;\n let w = z * z;\n let t1 = w * (Lg2 + w * (Lg4 + w * Lg6));\n let t2 = z * (Lg1 + w * (Lg3 + w * (Lg5 + w * Lg7)));\n let r = t2 + t1;\n let dk = k;\n return s * (hfsq + r) + dk * ln2_lo - hfsq + f + dk * ln2_hi;\n }\n }\n\n export function log10(x: f64): f64 { // see: musl/src/math/log10.c and SUN COPYRIGHT NOTICE above\n const\n ivln10hi = reinterpret(0x3FDBCB7B15200000), // 4.34294481878168880939e-01\n ivln10lo = reinterpret(0x3DBB9438CA9AADD5), // 2.50829467116452752298e-11\n log10_2hi = reinterpret(0x3FD34413509F6000), // 3.01029995663611771306e-01\n log10_2lo = reinterpret(0x3D59FEF311F12B36), // 3.69423907715893078616e-13\n Lg1 = reinterpret(0x3FE5555555555593), // 6.666666666666735130e-01\n Lg2 = reinterpret(0x3FD999999997FA04), // 3.999999999940941908e-01\n Lg3 = reinterpret(0x3FD2492494229359), // 2.857142874366239149e-01\n Lg4 = reinterpret(0x3FCC71C51D8E78AF), // 2.222219843214978396e-01\n Lg5 = reinterpret(0x3FC7466496CB03DE), // 1.818357216161805012e-01\n Lg6 = reinterpret(0x3FC39A09D078C69F), // 1.531383769920937332e-01\n Lg7 = reinterpret(0x3FC2F112DF3E5244), // 1.479819860511658591e-01\n Ox1p54 = reinterpret(0x4350000000000000); // 0x1p54\n\n var u = reinterpret(x);\n var hx = (u >> 32);\n var k = 0;\n if (hx < 0x00100000 || (hx >> 31)) {\n if (u << 1 == 0) return -1 / (x * x);\n if (hx >> 31) return (x - x) / 0.0;\n k -= 54;\n x *= Ox1p54;\n u = reinterpret(x);\n hx = (u >> 32);\n } else if (hx >= 0x7FF00000) {\n return x;\n } else if (hx == 0x3FF00000 && u << 32 == 0) {\n return 0;\n }\n hx += 0x3FF00000 - 0x3FE6A09E;\n k += (hx >> 20) - 0x3FF;\n hx = (hx & 0x000FFFFF) + 0x3FE6A09E;\n u = hx << 32 | (u & 0xFFFFFFFF);\n x = reinterpret(u);\n var f = x - 1.0;\n var hfsq = 0.5 * f * f;\n var s = f / (2.0 + f);\n var z = s * s;\n var w = z * z;\n var t1 = w * (Lg2 + w * (Lg4 + w * Lg6));\n var t2 = z * (Lg1 + w * (Lg3 + w * (Lg5 + w * Lg7)));\n var r = t2 + t1;\n var hi = f - hfsq;\n u = reinterpret(hi);\n u &= 0xFFFFFFFF00000000;\n hi = reinterpret(u);\n var lo = f - hi - hfsq + s * (hfsq + r);\n var val_hi = hi * ivln10hi;\n var dk = k;\n var y = dk * log10_2hi;\n var val_lo = dk * log10_2lo + (lo + hi) * ivln10lo + lo * ivln10hi;\n w = y + val_hi;\n val_lo += (y - w) + val_hi;\n return val_lo + w;\n }\n\n export function log1p(x: f64): f64 { // see: musl/src/math/log1p.c and SUN COPYRIGHT NOTICE above\n const\n ln2_hi = reinterpret(0x3FE62E42FEE00000), // 6.93147180369123816490e-01\n ln2_lo = reinterpret(0x3DEA39EF35793C76), // 1.90821492927058770002e-10\n Lg1 = reinterpret(0x3FE5555555555593), // 6.666666666666735130e-01\n Lg2 = reinterpret(0x3FD999999997FA04), // 3.999999999940941908e-01\n Lg3 = reinterpret(0x3FD2492494229359), // 2.857142874366239149e-01\n Lg4 = reinterpret(0x3FCC71C51D8E78AF), // 2.222219843214978396e-01\n Lg5 = reinterpret(0x3FC7466496CB03DE), // 1.818357216161805012e-01\n Lg6 = reinterpret(0x3FC39A09D078C69F), // 1.531383769920937332e-01\n Lg7 = reinterpret(0x3FC2F112DF3E5244); // 1.479819860511658591e-01\n\n var u = reinterpret(x);\n var hx = (u >> 32);\n var k = 1;\n var c = 0.0, f = 0.0;\n if (hx < 0x3FDA827A || (hx >> 31)) {\n if (hx >= 0xBFF00000) {\n if (x == -1) return x / 0.0;\n return (x - x) / 0.0;\n }\n if (hx << 1 < 0x3CA00000 << 1) return x;\n if (hx <= 0xBFD2BEC4) {\n k = 0;\n c = 0;\n f = x;\n }\n } else if (hx >= 0x7FF00000) return x;\n if (k) {\n u = reinterpret(1 + x);\n let hu = (u >> 32);\n hu += 0x3FF00000 - 0x3FE6A09E;\n k = (hu >> 20) - 0x3FF;\n if (k < 54) {\n let uf = reinterpret(u);\n c = k >= 2 ? 1 - (uf - x) : x - (uf - 1);\n c /= uf;\n } else c = 0;\n hu = (hu & 0x000FFFFF) + 0x3FE6A09E;\n u = hu << 32 | (u & 0xFFFFFFFF);\n f = reinterpret(u) - 1;\n }\n var hfsq = 0.5 * f * f;\n var s = f / (2.0 + f);\n var z = s * s;\n var w = z * z;\n var t1 = w * (Lg2 + w * (Lg4 + w * Lg6));\n var t2 = z * (Lg1 + w * (Lg3 + w * (Lg5 + w * Lg7)));\n var r = t2 + t1;\n var dk = k;\n return s * (hfsq + r) + (dk * ln2_lo + c) - hfsq + f + dk * ln2_hi;\n }\n\n export function log2(x: f64): f64 { // see: musl/src/math/log2.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return log2_lut(x);\n } else {\n const\n ivln2hi = reinterpret(0x3FF7154765200000), // 1.44269504072144627571e+00\n ivln2lo = reinterpret(0x3DE705FC2EEFA200), // 1.67517131648865118353e-10\n Lg1 = reinterpret(0x3FE5555555555593), // 6.666666666666735130e-01\n Lg2 = reinterpret(0x3FD999999997FA04), // 3.999999999940941908e-01\n Lg3 = reinterpret(0x3FD2492494229359), // 2.857142874366239149e-01\n Lg4 = reinterpret(0x3FCC71C51D8E78AF), // 2.222219843214978396e-01\n Lg5 = reinterpret(0x3FC7466496CB03DE), // 1.818357216161805012e-01\n Lg6 = reinterpret(0x3FC39A09D078C69F), // 1.531383769920937332e-01\n Lg7 = reinterpret(0x3FC2F112DF3E5244), // 1.479819860511658591e-01\n Ox1p54 = reinterpret(0x4350000000000000); // 1p54\n\n let u = reinterpret(x);\n let hx = (u >> 32);\n let k = 0;\n if (hx < 0x00100000 || (hx >> 31)) {\n if (u << 1 == 0) return -1 / (x * x);\n if (hx >> 31) return (x - x) / 0.0;\n k -= 54;\n x *= Ox1p54;\n u = reinterpret(x);\n hx = (u >> 32);\n } else if (hx >= 0x7FF00000) {\n return x;\n } else if (hx == 0x3FF00000 && u << 32 == 0) {\n return 0;\n }\n hx += 0x3FF00000 - 0x3FE6A09E;\n k += (hx >> 20) - 0x3FF;\n hx = (hx & 0x000FFFFF) + 0x3FE6A09E;\n u = hx << 32 | (u & 0xFFFFFFFF);\n x = reinterpret(u);\n let f = x - 1.0;\n let hfsq = 0.5 * f * f;\n let s = f / (2.0 + f);\n let z = s * s;\n let w = z * z;\n let t1 = w * (Lg2 + w * (Lg4 + w * Lg6));\n let t2 = z * (Lg1 + w * (Lg3 + w * (Lg5 + w * Lg7)));\n let r = t2 + t1;\n let hi = f - hfsq;\n u = reinterpret(hi);\n u &= 0xFFFFFFFF00000000;\n hi = reinterpret(u);\n let lo = f - hi - hfsq + s * (hfsq + r);\n let val_hi = hi * ivln2hi;\n let val_lo = (lo + hi) * ivln2lo + lo * ivln2hi;\n let y = k;\n w = y + val_hi;\n val_lo += (y - w) + val_hi;\n val_hi = w;\n return val_lo + val_hi;\n }\n }\n\n // @ts-ignore: decorator\n @inline\n export function max(value1: f64, value2: f64): f64 {\n return builtin_max(value1, value2);\n }\n\n // @ts-ignore: decorator\n @inline\n export function min(value1: f64, value2: f64): f64 {\n return builtin_min(value1, value2);\n }\n\n export function pow(x: f64, y: f64): f64 { // see: musl/src/math/pow.c and SUN COPYRIGHT NOTICE above\n // TODO: remove this fast pathes after introduced own mid-end IR with \"stdlib call simplify\" transforms\n if (builtin_abs(y) <= 2) {\n if (y == 2.0) return x * x;\n if (y == 0.5) {\n return select(\n builtin_abs(builtin_sqrt(x)),\n Infinity,\n x != -Infinity\n );\n }\n if (y == -1.0) return 1 / x;\n if (y == 1.0) return x;\n if (y == 0.0) return 1.0;\n }\n if (ASC_SHRINK_LEVEL < 1) {\n return pow_lut(x, y);\n } else {\n const\n dp_h1 = reinterpret(0x3FE2B80340000000), // 5.84962487220764160156e-01\n dp_l1 = reinterpret(0x3E4CFDEB43CFD006), // 1.35003920212974897128e-08\n two53 = reinterpret(0x4340000000000000), // 9007199254740992.0\n huge = reinterpret(0x7E37E43C8800759C), // 1e+300\n tiny = reinterpret(0x01A56E1FC2F8F359), // 1e-300\n L1 = reinterpret(0x3FE3333333333303), // 5.99999999999994648725e-01\n L2 = reinterpret(0x3FDB6DB6DB6FABFF), // 4.28571428578550184252e-01\n L3 = reinterpret(0x3FD55555518F264D), // 3.33333329818377432918e-01\n L4 = reinterpret(0x3FD17460A91D4101), // 2.72728123808534006489e-01\n L5 = reinterpret(0x3FCD864A93C9DB65), // 2.30660745775561754067e-01\n L6 = reinterpret(0x3FCA7E284A454EEF), // 2.06975017800338417784e-01\n P1 = reinterpret(0x3FC555555555553E), // 1.66666666666666019037e-01\n P2 = reinterpret(0xBF66C16C16BEBD93), // -2.77777777770155933842e-03\n P3 = reinterpret(0x3F11566AAF25DE2C), // 6.61375632143793436117e-05\n P4 = reinterpret(0xBEBBBD41C5D26BF1), // -1.65339022054652515390e-06\n P5 = reinterpret(0x3E66376972BEA4D0), // 4.13813679705723846039e-08\n lg2 = reinterpret(0x3FE62E42FEFA39EF), // 6.93147180559945286227e-01\n lg2_h = reinterpret(0x3FE62E4300000000), // 6.93147182464599609375e-01\n lg2_l = reinterpret(0xBE205C610CA86C39), // -1.90465429995776804525e-09\n ovt = reinterpret(0x3C971547652B82FE), // 8.0085662595372944372e-017\n cp = reinterpret(0x3FEEC709DC3A03FD), // 9.61796693925975554329e-01\n cp_h = reinterpret(0x3FEEC709E0000000), // 9.61796700954437255859e-01\n cp_l = reinterpret(0xBE3E2FE0145B01F5), // -7.02846165095275826516e-09\n ivln2 = reinterpret(0x3FF71547652B82FE), // 1.44269504088896338700e+00\n ivln2_h = reinterpret(0x3FF7154760000000), // 1.44269502162933349609e+00\n ivln2_l = reinterpret(0x3E54AE0BF85DDF44), // 1.92596299112661746887e-08\n inv3 = reinterpret(0x3FD5555555555555); // 0.3333333333333333333333\n\n let u_ = reinterpret(x);\n let hx = (u_ >> 32);\n let lx = u_;\n u_ = reinterpret(y);\n let hy = (u_ >> 32);\n let ly = u_;\n let ix = hx & 0x7FFFFFFF;\n let iy = hy & 0x7FFFFFFF;\n if ((iy | ly) == 0) return 1.0; // x**0 = 1, even if x is NaN\n // if (hx == 0x3FF00000 && lx == 0) return 1.0; // C: 1**y = 1, even if y is NaN, JS: NaN\n if ( // NaN if either arg is NaN\n ix > 0x7FF00000 || (ix == 0x7FF00000 && lx != 0) ||\n iy > 0x7FF00000 || (iy == 0x7FF00000 && ly != 0)\n ) return x + y;\n let yisint = 0, k: i32;\n if (hx < 0) {\n if (iy >= 0x43400000) yisint = 2;\n else if (iy >= 0x3FF00000) {\n k = (iy >> 20) - 0x3FF;\n let offset = select(52, 20, k > 20) - k;\n let Ly = select(ly, iy, k > 20);\n let jj = Ly >> offset;\n if ((jj << offset) == Ly) yisint = 2 - (jj & 1);\n }\n }\n if (ly == 0) {\n if (iy == 0x7FF00000) { // y is +-inf\n if (((ix - 0x3FF00000) | lx) == 0) return NaN; // C: (-1)**+-inf is 1, JS: NaN\n else if (ix >= 0x3FF00000) return hy >= 0 ? y : 0.0; // (|x|>1)**+-inf = inf,0\n else return hy >= 0 ? 0.0 : -y; // (|x|<1)**+-inf = 0,inf\n }\n if (iy == 0x3FF00000) {\n if (hy >= 0) return x;\n return 1 / x;\n }\n if (hy == 0x40000000) return x * x;\n if (hy == 0x3FE00000) {\n if (hx >= 0) return builtin_sqrt(x);\n }\n }\n let ax = builtin_abs(x), z: f64;\n if (lx == 0) {\n if (ix == 0 || ix == 0x7FF00000 || ix == 0x3FF00000) {\n z = ax;\n if (hy < 0) z = 1.0 / z;\n if (hx < 0) {\n if (((ix - 0x3FF00000) | yisint) == 0) {\n let d = z - z;\n z = d / d;\n } else if (yisint == 1) z = -z;\n }\n return z;\n }\n }\n let s = 1.0;\n if (hx < 0) {\n if (yisint == 0) {\n let d = x - x;\n return d / d;\n }\n if (yisint == 1) s = -1.0;\n }\n let t1: f64, t2: f64, p_h: f64, p_l: f64, r: f64, t: f64, u: f64, v: f64, w: f64;\n let j: i32, n: i32;\n if (iy > 0x41E00000) {\n if (iy > 0x43F00000) {\n if (ix <= 0x3FEFFFFF) return hy < 0 ? huge * huge : tiny * tiny;\n if (ix >= 0x3FF00000) return hy > 0 ? huge * huge : tiny * tiny;\n }\n if (ix < 0x3FEFFFFF) return hy < 0 ? s * huge * huge : s * tiny * tiny;\n if (ix > 0x3FF00000) return hy > 0 ? s * huge * huge : s * tiny * tiny;\n t = ax - 1.0;\n w = (t * t) * (0.5 - t * (inv3 - t * 0.25));\n u = ivln2_h * t;\n v = t * ivln2_l - w * ivln2;\n t1 = u + v;\n t1 = reinterpret(reinterpret(t1) & 0xFFFFFFFF00000000);\n t2 = v - (t1 - u);\n } else {\n let ss: f64, s2: f64, s_h: f64, s_l: f64, t_h: f64, t_l: f64;\n n = 0;\n if (ix < 0x00100000) {\n ax *= two53;\n n -= 53;\n ix = (reinterpret(ax) >> 32);\n }\n n += (ix >> 20) - 0x3FF;\n j = ix & 0x000FFFFF;\n ix = j | 0x3FF00000;\n if (j <= 0x3988E) k = 0;\n else if (j < 0xBB67A) k = 1;\n else {\n k = 0;\n n += 1;\n ix -= 0x00100000;\n }\n ax = reinterpret(reinterpret(ax) & 0xFFFFFFFF | (ix << 32));\n let bp = select(1.5, 1.0, k); // k ? 1.5 : 1.0\n u = ax - bp;\n v = 1.0 / (ax + bp);\n ss = u * v;\n s_h = ss;\n s_h = reinterpret(reinterpret(s_h) & 0xFFFFFFFF00000000);\n t_h = reinterpret((((ix >> 1) | 0x20000000) + 0x00080000 + (k << 18)) << 32);\n t_l = ax - (t_h - bp);\n s_l = v * ((u - s_h * t_h) - s_h * t_l);\n s2 = ss * ss;\n r = s2 * s2 * (L1 + s2 * (L2 + s2 * (L3 + s2 * (L4 + s2 * (L5 + s2 * L6)))));\n r += s_l * (s_h + ss);\n s2 = s_h * s_h;\n t_h = 3.0 + s2 + r;\n t_h = reinterpret(reinterpret(t_h) & 0xFFFFFFFF00000000);\n t_l = r - ((t_h - 3.0) - s2);\n u = s_h * t_h;\n v = s_l * t_h + t_l * ss;\n p_h = u + v;\n p_h = reinterpret(reinterpret(p_h) & 0xFFFFFFFF00000000);\n p_l = v - (p_h - u);\n let z_h = cp_h * p_h;\n let dp_l = select(dp_l1, 0.0, k);\n let z_l = cp_l * p_h + p_l * cp + dp_l;\n t = n;\n let dp_h = select(dp_h1, 0.0, k);\n t1 = ((z_h + z_l) + dp_h) + t;\n t1 = reinterpret(reinterpret(t1) & 0xFFFFFFFF00000000);\n t2 = z_l - (((t1 - t) - dp_h) - z_h);\n }\n let y1 = y;\n y1 = reinterpret(reinterpret(y1) & 0xFFFFFFFF00000000);\n p_l = (y - y1) * t1 + y * t2;\n p_h = y1 * t1;\n z = p_l + p_h;\n u_ = reinterpret(z);\n j = (u_ >> 32);\n let i = u_;\n if (j >= 0x40900000) {\n if (((j - 0x40900000) | i) != 0) return s * huge * huge;\n if (p_l + ovt > z - p_h) return s * huge * huge;\n } else if ((j & 0x7FFFFFFF) >= 0x4090CC00) {\n if (((j - 0xC090CC00) | i) != 0) return s * tiny * tiny;\n if (p_l <= z - p_h) return s * tiny * tiny;\n }\n i = j & 0x7FFFFFFF;\n k = (i >> 20) - 0x3FF;\n n = 0;\n if (i > 0x3FE00000) {\n n = j + (0x00100000 >> (k + 1));\n k = ((n & 0x7FFFFFFF) >> 20) - 0x3FF;\n t = 0.0;\n t = reinterpret((n & ~(0x000FFFFF >> k)) << 32);\n n = ((n & 0x000FFFFF) | 0x00100000) >> (20 - k);\n if (j < 0) n = -n;\n p_h -= t;\n }\n t = p_l + p_h;\n t = reinterpret(reinterpret(t) & 0xFFFFFFFF00000000);\n u = t * lg2_h;\n v = (p_l - (t - p_h)) * lg2 + t * lg2_l;\n z = u + v;\n w = v - (z - u);\n t = z * z;\n t1 = z - t * (P1 + t * (P2 + t * (P3 + t * (P4 + t * P5))));\n r = (z * t1) / (t1 - 2.0) - (w + z * w);\n z = 1.0 - (r - z);\n j = (reinterpret(z) >> 32);\n j += n << 20;\n if ((j >> 20) <= 0) z = scalbn(z, n);\n else z = reinterpret(reinterpret(z) & 0xFFFFFFFF | (j << 32));\n return s * z;\n }\n }\n\n export function seedRandom(value: i64): void {\n random_seeded = true;\n random_state0_64 = murmurHash3(value);\n random_state1_64 = murmurHash3(~random_state0_64);\n random_state0_32 = splitMix32(value);\n random_state1_32 = splitMix32(random_state0_32);\n assert(\n random_state0_64 != 0 && random_state1_64 != 0 &&\n random_state0_32 != 0 && random_state1_32 != 0\n );\n }\n\n export function random(): f64 { // see: v8/src/base/utils/random-number-generator.cc\n if (!random_seeded) seedRandom(reinterpret(seed()));\n var s1 = random_state0_64;\n var s0 = random_state1_64;\n random_state0_64 = s0;\n s1 ^= s1 << 23;\n s1 ^= s1 >> 17;\n s1 ^= s0;\n s1 ^= s0 >> 26;\n random_state1_64 = s1;\n var r = (s0 >> 12) | 0x3FF0000000000000;\n return reinterpret(r) - 1;\n }\n\n // @ts-ignore: decorator\n @inline\n export function round(x: f64): f64 {\n let roundUp = builtin_ceil(x);\n return select(roundUp, roundUp - 1.0, roundUp - 0.5 <= x);\n }\n\n // @ts-ignore: decorator\n @inline\n export function sign(x: f64): f64 {\n if (ASC_SHRINK_LEVEL > 0) {\n return builtin_abs(x) > 0 ? builtin_copysign(1, x) : x;\n } else {\n return x > 0 ? 1 : x < 0 ? -1 : x;\n }\n }\n\n // @ts-ignore: decorator\n @inline\n export function signbit(x: f64): bool {\n return (reinterpret(x) >>> 63);\n }\n\n export function sin(x: f64): f64 { // see: musl/src/math/sin.c\n var u = reinterpret(x);\n var ix = (u >> 32);\n var sign = ix >> 31;\n\n ix &= 0x7FFFFFFF;\n\n // |x| ~< pi/4\n if (ix <= 0x3FE921FB) {\n if (ix < 0x3E500000) { // |x| < 2**-26\n return x;\n }\n return sin_kern(x, 0.0, 0);\n }\n\n // sin(Inf or NaN) is NaN\n if (ix >= 0x7FF00000) return x - x;\n\n // argument reduction needed\n var n = rempio2(x, u, sign);\n var y0 = rempio2_y0;\n var y1 = rempio2_y1;\n\n x = n & 1 ? cos_kern(y0, y1) : sin_kern(y0, y1, 1);\n return n & 2 ? -x : x;\n }\n\n export function sinh(x: f64): f64 { // see: musl/src/math/sinh.c\n var u = reinterpret(x) & 0x7FFFFFFFFFFFFFFF;\n var a = reinterpret(u);\n var w = (u >> 32);\n var h = builtin_copysign(0.5, x);\n if (w < 0x40862E42) {\n let t = expm1(a);\n if (w < 0x3FF00000) {\n if (w < 0x3FF00000 - (26 << 20)) return x;\n return h * (2 * t - t * t / (t + 1));\n }\n return h * (t + t / (t + 1));\n }\n return expo2(a, 2 * h);\n }\n\n // @ts-ignore: decorator\n @inline\n export function sqrt(x: f64): f64 {\n return builtin_sqrt(x);\n }\n\n export function tan(x: f64): f64 { // see: musl/src/math/tan.c\n var u = reinterpret(x);\n var ix = (u >> 32);\n var sign = ix >>> 31;\n\n ix &= 0x7FFFFFFF;\n\n // |x| ~< pi/4\n if (ix <= 0x3FE921FB) {\n if (ix < 0x3E400000) { // |x| < 2**-27\n return x;\n }\n return tan_kern(x, 0.0, 1);\n }\n\n // tan(Inf or NaN) is NaN\n if (ix >= 0x7FF00000) return x - x;\n\n var n = rempio2(x, u, sign);\n return tan_kern(rempio2_y0, rempio2_y1, 1 - ((n & 1) << 1));\n }\n\n export function tanh(x: f64): f64 { // see: musl/src/math/tanh.c\n var u = reinterpret(x);\n u &= 0x7FFFFFFFFFFFFFFF;\n var y = reinterpret(u);\n var w = (u >> 32);\n var t: f64;\n if (w > 0x3FE193EA) {\n if (w > 0x40340000) {\n t = 1 - 0 / y;\n } else {\n t = expm1(2 * y);\n t = 1 - 2 / (t + 2);\n }\n } else if (w > 0x3FD058AE) {\n t = expm1(2 * y);\n t = t / (t + 2);\n } else if (w >= 0x00100000) {\n t = expm1(-2 * y);\n t = -t / (t + 2);\n } else t = y;\n return builtin_copysign(t, x);\n }\n\n // @ts-ignore: decorator\n @inline\n export function trunc(x: f64): f64 {\n return builtin_trunc(x);\n }\n\n export function scalbn(x: f64, n: i32): f64 { // see: https://git.musl-libc.org/cgit/musl/tree/src/math/scalbn.c\n const\n Ox1p53 = reinterpret(0x4340000000000000),\n Ox1p1023 = reinterpret(0x7FE0000000000000),\n Ox1p_1022 = reinterpret(0x0010000000000000);\n\n var y = x;\n if (n > 1023) {\n y *= Ox1p1023;\n n -= 1023;\n if (n > 1023) {\n y *= Ox1p1023;\n n = builtin_min(n - 1023, 1023);\n }\n } else if (n < -1022) {\n // make sure final n < -53 to avoid double\n // rounding in the subnormal range\n y *= Ox1p_1022 * Ox1p53;\n n += 1022 - 53;\n if (n < -1022) {\n y *= Ox1p_1022 * Ox1p53;\n n = builtin_max(n + 1022 - 53, -1022);\n }\n }\n return y * reinterpret((0x3FF + n) << 52);\n }\n\n export function mod(x: f64, y: f64): f64 { // see: musl/src/math/fmod.c\n if (builtin_abs(y) == 1.0) {\n // x % 1, x % -1 ==> sign(x) * abs(x - 1.0 * trunc(x / 1.0))\n // TODO: move this rule to compiler's optimization pass.\n // It could be apply for any x % C_pot, where \"C_pot\" is pow of two const.\n return builtin_copysign(x - builtin_trunc(x), x);\n }\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n var ex = (ux >> 52 & 0x7FF);\n var ey = (uy >> 52 & 0x7FF);\n var sx = ux >> 63;\n var uy1 = uy << 1;\n if (uy1 == 0 || ex == 0x7FF || isNaN(y)) {\n let m = x * y;\n return m / m;\n }\n var ux1 = ux << 1;\n if (ux1 <= uy1) {\n return x * f64(ux1 != uy1);\n }\n if (!ex) {\n ex -= builtin_clz(ux << 12);\n ux <<= 1 - ex;\n } else {\n ux &= -1 >> 12;\n ux |= 1 << 52;\n }\n if (!ey) {\n ey -= builtin_clz(uy << 12);\n uy <<= 1 - ey;\n } else {\n uy &= -1 >> 12;\n uy |= 1 << 52;\n }\n while (ex > ey) {\n if (ux >= uy) {\n if (ux == uy) return 0 * x;\n ux -= uy;\n }\n ux <<= 1;\n --ex;\n }\n if (ux >= uy) {\n if (ux == uy) return 0 * x;\n ux -= uy;\n }\n // for (; !(ux >> 52); ux <<= 1) --ex;\n var shift = builtin_clz(ux << 11);\n ex -= shift;\n ux <<= shift;\n if (ex > 0) {\n ux -= 1 << 52;\n ux |= ex << 52;\n } else {\n ux >>= -ex + 1;\n }\n return reinterpret(ux | (sx << 63));\n }\n\n export function rem(x: f64, y: f64): f64 { // see: musl/src/math/remquo.c\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n var ex = (ux >> 52 & 0x7FF);\n var ey = (uy >> 52 & 0x7FF);\n var sx = (ux >> 63);\n if (uy << 1 == 0 || ex == 0x7FF || isNaN(y)) {\n let m = x * y;\n return m / m;\n }\n if (ux << 1 == 0) return x;\n var uxi = ux;\n if (!ex) {\n ex -= builtin_clz(uxi << 12);\n uxi <<= 1 - ex;\n } else {\n uxi &= -1 >> 12;\n uxi |= 1 << 52;\n }\n if (!ey) {\n ey -= builtin_clz(uy << 12);\n uy <<= 1 - ey;\n } else {\n uy &= -1 >> 12;\n uy |= 1 << 52;\n }\n var q: u32 = 0;\n do {\n if (ex < ey) {\n if (ex + 1 == ey) break; // goto end\n return x;\n }\n while (ex > ey) {\n if (uxi >= uy) {\n uxi -= uy;\n ++q;\n }\n uxi <<= 1;\n q <<= 1;\n --ex;\n }\n if (uxi >= uy) {\n uxi -= uy;\n ++q;\n }\n if (uxi == 0) ex = -60;\n else {\n let shift = builtin_clz(uxi << 11);\n ex -= shift;\n uxi <<= shift;\n }\n break;\n } while (false);\n // end:\n if (ex > 0) {\n uxi -= 1 << 52;\n uxi |= ex << 52;\n } else {\n uxi >>= -ex + 1;\n }\n x = reinterpret(uxi);\n y = builtin_abs(y);\n var x2 = x + x;\n if (ex == ey || (ex + 1 == ey && (x2 > y || (x2 == y && (q & 1))))) {\n x -= y;\n // ++q;\n }\n return sx ? -x : x;\n }\n\n export function sincos(x: f64): void { // see: musl/tree/src/math/sincos.c\n var u = reinterpret(x);\n var ix = (u >> 32);\n var sign = ix >> 31;\n ix &= 0x7FFFFFFF;\n\n if (ix <= 0x3FE921FB) { // |x| ~<= π/4\n if (ix < 0x3E46A09E) { // if |x| < 2**-27 * sqrt(2)\n sincos_sin = x;\n sincos_cos = 1;\n return;\n }\n sincos_sin = sin_kern(x, 0, 0);\n sincos_cos = cos_kern(x, 0);\n return;\n }\n // sin(Inf or NaN) is NaN\n if (ix >= 0x7F800000) {\n let xx = x - x;\n sincos_sin = xx;\n sincos_cos = xx;\n return;\n }\n // general argument reduction needed\n var n = rempio2(x, u, sign);\n var y0 = rempio2_y0;\n var y1 = rempio2_y1;\n var s = sin_kern(y0, y1, 1);\n var c = cos_kern(y0, y1);\n var sin = s, cos = c;\n if (n & 1) {\n sin = c;\n cos = -s;\n }\n if (n & 2) {\n sin = -sin;\n cos = -cos;\n }\n sincos_sin = sin;\n sincos_cos = cos;\n }\n}\n\n// @ts-ignore: decorator\n@lazy var rempio2f_y: f64;\n\n// @ts-ignore: decorator\n@lazy @inline const PIO2F_TABLE = memory.data([\n 0xA2F9836E4E441529,\n 0xFC2757D1F534DDC0,\n 0xDB6295993C439041,\n 0xFE5163ABDEBBC561\n]);\n\nfunction Rf(z: f32): f32 { // Rational approximation of (asin(x)-x)/x^3\n const // see: musl/src/math/asinf.c and SUN COPYRIGHT NOTICE above\n pS0 = reinterpret(0x3E2AAA75), // 1.6666586697e-01f\n pS1 = reinterpret(0xBD2F13BA), // -4.2743422091e-02f\n pS2 = reinterpret(0xBC0DD36B), // -8.6563630030e-03f\n qS1 = reinterpret(0xBF34E5AE); // -7.0662963390e-01f\n\n var p = z * (pS0 + z * (pS1 + z * pS2));\n var q: f32 = 1 + z * qS1;\n return p / q;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction expo2f(x: f32, sign: f32): f32 { // exp(x)/2 for x >= log(DBL_MAX)\n const // see: musl/src/math/__expo2f.c\n k = 235,\n kln2 = reinterpret(0x4322E3BC); // 0x1.45c778p+7f\n var scale = reinterpret((0x7F + (k >> 1)) << 23);\n // in directed rounding correct sign before rounding or overflow is important\n return NativeMathf.exp(x - kln2) * (sign * scale) * scale;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction pio2f_large_quot(x: f32, u: i32): i32 { // see: jdh8/metallic/blob/master/src/math/float/rem_pio2f.c\n const coeff = reinterpret(0x3BF921FB54442D18); // π * 0x1p-65 = 8.51530395021638647334e-20\n\n var offset = (u >> 23) - 152;\n var shift = (offset & 63);\n var tblPtr = PIO2F_TABLE + (offset >> 6 << 3);\n\n var b0 = load(tblPtr, 0 << 3);\n var b1 = load(tblPtr, 1 << 3);\n var lo: u64;\n\n if (shift > 32) {\n let b2 = load(tblPtr, 2 << 3);\n lo = b2 >> (96 - shift);\n lo |= b1 << (shift - 32);\n } else {\n lo = b1 >> (32 - shift);\n }\n\n var hi = (b1 >> (64 - shift)) | (b0 << shift);\n var mantissa: u64 = (u & 0x007FFFFF) | 0x00800000;\n var product = mantissa * hi + (mantissa * lo >> 32);\n var r: i64 = product << 2;\n var q = ((product >> 62) + (r >>> 63));\n rempio2f_y = copysign(coeff, x) * r;\n return q;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction rempio2f(x: f32, u: u32, sign: i32): i32 { // see: jdh8/metallic/blob/master/src/math/float/rem_pio2f.c\n const\n pi2hi = reinterpret(0x3FF921FB50000000), // 1.57079631090164184570\n pi2lo = reinterpret(0x3E5110B4611A6263), // 1.58932547735281966916e-8\n _2_pi = reinterpret(0x3FE45F306DC9C883); // 0.63661977236758134308\n\n if (u < 0x4DC90FDB) { // π * 0x1p28\n let q = nearest(x * _2_pi);\n rempio2f_y = x - q * pi2hi - q * pi2lo;\n return q;\n }\n\n var q = pio2f_large_quot(x, u);\n return select(-q, q, sign);\n}\n\n// |sin(x)/x - s(x)| < 2**-37.5 (~[-4.89e-12, 4.824e-12]).\n// @ts-ignore: decorator\n@inline\nfunction sin_kernf(x: f64): f32 { // see: musl/tree/src/math/__sindf.c\n const\n S1 = reinterpret(0xBFC5555554CBAC77), // -0x15555554cbac77.0p-55\n S2 = reinterpret(0x3F811110896EFBB2), // 0x111110896efbb2.0p-59\n S3 = reinterpret(0xBF2A00F9E2CAE774), // -0x1a00f9e2cae774.0p-65\n S4 = reinterpret(0x3EC6CD878C3B46A7); // 0x16cd878c3b46a7.0p-71\n\n var z = x * x;\n var w = z * z;\n var r = S3 + z * S4;\n var s = z * x;\n return ((x + s * (S1 + z * S2)) + s * w * r);\n}\n\n// |cos(x) - c(x)| < 2**-34.1 (~[-5.37e-11, 5.295e-11]).\n// @ts-ignore: decorator\n@inline\nfunction cos_kernf(x: f64): f32 { // see: musl/tree/src/math/__cosdf.c\n const\n C0 = reinterpret(0xBFDFFFFFFD0C5E81), // -0x1ffffffd0c5e81.0p-54\n C1 = reinterpret(0x3FA55553E1053A42), // 0x155553e1053a42.0p-57\n C2 = reinterpret(0xBF56C087E80F1E27), // -0x16c087e80f1e27.0p-62\n C3 = reinterpret(0x3EF99342E0EE5069); // 0x199342e0ee5069.0p-68\n\n var z = x * x;\n var w = z * z;\n var r = C2 + z * C3;\n return (((1 + z * C0) + w * C1) + (w * z) * r);\n}\n\n// |tan(x)/x - t(x)| < 2**-25.5 (~[-2e-08, 2e-08]).\n// @ts-ignore: decorator\n@inline\nfunction tan_kernf(x: f64, odd: i32): f32 { // see: musl/tree/src/math/__tandf.c\n const\n T0 = reinterpret(0x3FD5554D3418C99F), // 0x15554d3418c99f.0p-54\n T1 = reinterpret(0x3FC112FD38999F72), // 0x1112fd38999f72.0p-55\n T2 = reinterpret(0x3FAB54C91D865AFE), // 0x1b54c91d865afe.0p-57\n T3 = reinterpret(0x3F991DF3908C33CE), // 0x191df3908c33ce.0p-58\n T4 = reinterpret(0x3F685DADFCECF44E), // 0x185dadfcecf44e.0p-61\n T5 = reinterpret(0x3F8362B9BF971BCD); // 0x1362b9bf971bcd.0p-59\n\n var z = x * x;\n var r = T4 + z * T5;\n var t = T2 + z * T3;\n var w = z * z;\n var s = z * x;\n var u = T0 + z * T1;\n\n r = (x + s * u) + (s * w) * (t + w * r);\n return (odd ? -1 / r : r);\n}\n\n// See: jdh8/metallic/src/math/float/log2f.c and jdh8/metallic/src/math/float/kernel/atanh.h\n// @ts-ignore: decorator\n@inline\nfunction log2f(x: f64): f64 {\n const\n log2e = reinterpret(0x3FF71547652B82FE), // 1.44269504088896340736\n c0 = reinterpret(0x3FD555554FD9CAEF), // 0.33333332822728226129\n c1 = reinterpret(0x3FC999A7A8AF4132), // 0.20000167595436263505\n c2 = reinterpret(0x3FC2438D79437030), // 0.14268654271188685375\n c3 = reinterpret(0x3FBE2F663B001C97); // 0.11791075649681414150\n\n var i = reinterpret(x);\n var exponent = (i - 0x3FE6A09E667F3BCD) >> 52;\n x = reinterpret(i - (exponent << 52));\n x = (x - 1) / (x + 1);\n var xx = x * x;\n var y = x + x * xx * (c0 + c1 * xx + (c2 + c3 * xx) * (xx * xx));\n return (2 * log2e) * y + exponent;\n}\n\n// See: jdh8/metallic/src/math/float/exp2f.h and jdh8/metallic/blob/master/src/math/float/kernel/exp2f.h\n// @ts-ignore: decorator\n@inline\nfunction exp2f(x: f64): f64 {\n const\n c0 = reinterpret(0x3FE62E4302FCC24A), // 6.931471880289532425e-1\n c1 = reinterpret(0x3FCEBFBE07D97B91), // 2.402265108421173406e-1\n c2 = reinterpret(0x3FAC6AF6CCFC1A65), // 5.550357105498874537e-2\n c3 = reinterpret(0x3F83B29E3CE9AEF6), // 9.618030771171497658e-3\n c4 = reinterpret(0x3F55F0896145A89F), // 1.339086685300950937e-3\n c5 = reinterpret(0x3F2446C81E384864); // 1.546973499989028719e-4\n\n if (x < -1022) return 0;\n if (x >= 1024) return Infinity;\n\n var n = nearest(x);\n x -= n;\n var xx = x * x;\n var y = 1 + x * (c0 + c1 * x + (c2 + c3 * x) * xx + (c4 + c5 * x) * (xx * xx));\n return reinterpret(reinterpret(y) + (n << 52));\n}\n\nexport namespace NativeMathf {\n\n // @ts-ignore: decorator\n @lazy\n export const E = NativeMath.E;\n\n // @ts-ignore: decorator\n @lazy\n export const LN2 = NativeMath.LN2;\n\n // @ts-ignore: decorator\n @lazy\n export const LN10 = NativeMath.LN10;\n\n // @ts-ignore: decorator\n @lazy\n export const LOG2E = NativeMath.LOG2E;\n\n // @ts-ignore: decorator\n @lazy\n export const LOG10E = NativeMath.LOG10E;\n\n // @ts-ignore: decorator\n @lazy\n export const PI = NativeMath.PI;\n\n // @ts-ignore: decorator\n @lazy\n export const SQRT1_2 = NativeMath.SQRT1_2;\n\n // @ts-ignore: decorator\n @lazy\n export const SQRT2 = NativeMath.SQRT2;\n\n // @ts-ignore: decorator\n @lazy\n export var sincos_sin: f32 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export var sincos_cos: f32 = 0;\n\n // @ts-ignore: decorator\n @inline\n export function abs(x: f32): f32 {\n return builtin_abs(x);\n }\n\n export function acos(x: f32): f32 { // see: musl/src/math/acosf.c and SUN COPYRIGHT NOTICE above\n const\n pio2_hi = reinterpret(0x3FC90FDA), // 1.5707962513e+00f\n pio2_lo = reinterpret(0x33A22168), // 7.5497894159e-08f\n Ox1p_120f = reinterpret(0x03800000); // 0x1p-120f\n\n var hx = reinterpret(x);\n var ix = hx & 0x7FFFFFFF;\n if (ix >= 0x3F800000) {\n if (ix == 0x3F800000) {\n if (hx >> 31) return 2 * pio2_hi + Ox1p_120f;\n return 0;\n }\n return 0 / (x - x);\n }\n if (ix < 0x3F000000) {\n if (ix <= 0x32800000) return pio2_hi + Ox1p_120f;\n return pio2_hi - (x - (pio2_lo - x * Rf(x * x)));\n }\n var z: f32, w: f32, s: f32;\n if (hx >> 31) {\n // z = (1 + x) * 0.5;\n z = 0.5 + x * 0.5;\n s = builtin_sqrt(z);\n w = Rf(z) * s - pio2_lo;\n return 2 * (pio2_hi - (s + w));\n }\n // z = (1 - x) * 0.5;\n z = 0.5 - x * 0.5;\n s = builtin_sqrt(z);\n hx = reinterpret(s);\n var df = reinterpret(hx & 0xFFFFF000);\n var c = (z - df * df) / (s + df);\n w = Rf(z) * s + c;\n return 2 * (df + w);\n }\n\n export function acosh(x: f32): f32 { // see: musl/src/math/acoshf.c\n const s = reinterpret(0x3F317218); // 0.693147180559945309417232121458176568f\n var u = reinterpret(x);\n var a = u & 0x7FFFFFFF;\n if (a < 0x3F800000 + (1 << 23)) { // |x| < 2, invalid if x < 1\n let xm1 = x - 1;\n return log1p(xm1 + builtin_sqrt(xm1 * (xm1 + 2)));\n }\n if (u < 0x3F800000 + (12 << 23)) { // 2 <= x < 0x1p12\n return log(2 * x - 1 / (x + builtin_sqrt(x * x - 1)));\n }\n // x >= 0x1p12 or x <= -2 or NaN\n return log(x) + s;\n }\n\n export function asin(x: f32): f32 { // see: musl/src/math/asinf.c and SUN COPYRIGHT NOTICE above\n const\n pio2 = reinterpret(0x3FC90FDB), // 1.570796326794896558e+00f\n Ox1p_120f = reinterpret(0x03800000); // 0x1p-120f\n\n var sx = x;\n var hx = reinterpret(x) & 0x7FFFFFFF;\n if (hx >= 0x3F800000) {\n if (hx == 0x3F800000) return x * pio2 + Ox1p_120f;\n return 0 / (x - x);\n }\n if (hx < 0x3F000000) {\n if (hx < 0x39800000 && hx >= 0x00800000) return x;\n return x + x * Rf(x * x);\n }\n // var z: f32 = (1 - builtin_abs(x)) * 0.5;\n var z: f32 = 0.5 - builtin_abs(x) * 0.5;\n var s = builtin_sqrt(z); // sic\n x = (pio2 - 2 * (s + s * Rf(z)));\n return builtin_copysign(x, sx);\n }\n\n export function asinh(x: f32): f32 { // see: musl/src/math/asinhf.c\n const c = reinterpret(0x3F317218); // 0.693147180559945309417232121458176568f\n var u = reinterpret(x) & 0x7FFFFFFF;\n var y = reinterpret(u);\n if (u >= 0x3F800000 + (12 << 23)) y = log(y) + c;\n else if (u >= 0x3F800000 + (1 << 23)) y = log(2 * y + 1 / (builtin_sqrt(y * y + 1) + y));\n else if (u >= 0x3F800000 - (12 << 23)) y = log1p(y + y * y / (builtin_sqrt(y * y + 1) + 1));\n return builtin_copysign(y, x);\n }\n\n export function atan(x: f32): f32 { // see: musl/src/math/atanf.c and SUN COPYRIGHT NOTICE above\n const\n atanhi0 = reinterpret(0x3EED6338), // 4.6364760399e-01f\n atanhi1 = reinterpret(0x3F490FDA), // 7.8539812565e-01f\n atanhi2 = reinterpret(0x3F7B985E), // 9.8279368877e-01f\n atanhi3 = reinterpret(0x3FC90FDA), // 1.5707962513e+00f\n atanlo0 = reinterpret(0x31AC3769), // 5.0121582440e-09f\n atanlo1 = reinterpret(0x33222168), // 3.7748947079e-08f\n atanlo2 = reinterpret(0x33140FB4), // 3.4473217170e-08f\n atanlo3 = reinterpret(0x33A22168), // 7.5497894159e-08f\n aT0 = reinterpret(0x3EAAAAA9), // 3.3333328366e-01f\n aT1 = reinterpret(0xBE4CCA98), // -1.9999158382e-01f\n aT2 = reinterpret(0x3E11F50D), // 1.4253635705e-01f\n aT3 = reinterpret(0xBDDA1247), // -1.0648017377e-01f\n aT4 = reinterpret(0x3D7CAC25), // 6.1687607318e-02f\n Ox1p_120f = reinterpret(0x03800000); // 0x1p-120f\n\n var ix = reinterpret(x);\n var sx = x;\n ix &= 0x7FFFFFFF;\n var z: f32;\n if (ix >= 0x4C800000) {\n if (isNaN(x)) return x;\n z = atanhi3 + Ox1p_120f;\n return builtin_copysign(z, sx);\n }\n var id: i32;\n if (ix < 0x3EE00000) {\n if (ix < 0x39800000) return x;\n id = -1;\n } else {\n x = builtin_abs(x);\n if (ix < 0x3F980000) {\n if (ix < 0x3F300000) {\n id = 0;\n x = (2.0 * x - 1.0) / (2.0 + x);\n } else {\n id = 1;\n x = (x - 1.0) / (x + 1.0);\n }\n } else {\n if (ix < 0x401C0000) {\n id = 2;\n x = (x - 1.5) / (1.0 + 1.5 * x);\n } else {\n id = 3;\n x = -1.0 / x;\n }\n }\n }\n z = x * x;\n var w = z * z;\n var s1 = z * (aT0 + w * (aT2 + w * aT4));\n var s2 = w * (aT1 + w * aT3);\n var s3 = x * (s1 + s2);\n if (id < 0) return x - s3;\n switch (id) {\n case 0: { z = atanhi0 - ((s3 - atanlo0) - x); break; }\n case 1: { z = atanhi1 - ((s3 - atanlo1) - x); break; }\n case 2: { z = atanhi2 - ((s3 - atanlo2) - x); break; }\n case 3: { z = atanhi3 - ((s3 - atanlo3) - x); break; }\n default: unreachable();\n }\n return builtin_copysign(z, sx);\n }\n\n export function atanh(x: f32): f32 { // see: musl/src/math/atanhf.c\n var u = reinterpret(x);\n var y = builtin_abs(x);\n if (u < 0x3F800000 - (1 << 23)) {\n if (u >= 0x3F800000 - (32 << 23)) y = 0.5 * log1p(2 * y * (1.0 + y / (1 - y)));\n } else y = 0.5 * log1p(2 * (y / (1 - y)));\n return builtin_copysign(y, x);\n }\n\n export function atan2(y: f32, x: f32): f32 { // see: musl/src/math/atan2f.c and SUN COPYRIGHT NOTICE above\n const\n pi = reinterpret(0x40490FDB), // 3.1415927410e+00f\n pi_lo = reinterpret(0xB3BBBD2E); // -8.7422776573e-08f\n\n if (isNaN(x) || isNaN(y)) return x + y;\n var ix = reinterpret(x);\n var iy = reinterpret(y);\n if (ix == 0x3F800000) return atan(y);\n var m = (((iy >> 31) & 1) | ((ix >> 30) & 2));\n ix &= 0x7FFFFFFF;\n iy &= 0x7FFFFFFF;\n if (iy == 0) {\n switch (m) {\n case 0:\n case 1: return y;\n case 2: return pi;\n case 3: return -pi;\n }\n }\n if (ix == 0) return m & 1 ? -pi / 2 : pi / 2;\n if (ix == 0x7F800000) {\n if (iy == 0x7F800000) {\n let t: f32 = m & 2 ? 3 * pi / 4 : pi / 4;\n return m & 1 ? -t : t;\n } else {\n let t: f32 = m & 2 ? pi : 0.0;\n return m & 1 ? -t : t;\n }\n }\n if (ix + (26 << 23) < iy || iy == 0x7F800000) return m & 1 ? -pi / 2 : pi / 2;\n var z: f32;\n if ((m & 2) && iy + (26 << 23) < ix) z = 0.0;\n else z = atan(builtin_abs(y / x));\n switch (m) {\n case 0: return z;\n case 1: return -z;\n case 2: return pi - (z - pi_lo);\n case 3: return (z - pi_lo) - pi;\n }\n unreachable();\n return 0;\n }\n\n export function cbrt(x: f32): f32 { // see: musl/src/math/cbrtf.c and SUN COPYRIGHT NOTICE above\n const\n B1 = 709958130,\n B2 = 642849266,\n Ox1p24f = reinterpret(0x4B800000);\n\n var u = reinterpret(x);\n var hx = u & 0x7FFFFFFF;\n if (hx >= 0x7F800000) return x + x;\n if (hx < 0x00800000) {\n if (hx == 0) return x;\n u = reinterpret(x * Ox1p24f);\n hx = u & 0x7FFFFFFF;\n hx = hx / 3 + B2;\n } else {\n hx = hx / 3 + B1;\n }\n u &= 0x80000000;\n u |= hx;\n var t = reinterpret(u);\n var r = t * t * t;\n t = t * (x + x + r) / (x + r + r);\n r = t * t * t;\n t = t * (x + x + r) / (x + r + r);\n return t;\n }\n\n // @ts-ignore: decorator\n @inline\n export function ceil(x: f32): f32 {\n return builtin_ceil(x);\n }\n\n export function clz32(x: f32): f32 {\n if (!isFinite(x)) return 32;\n return builtin_clz(dtoi32(x));\n }\n\n export function cos(x: f32): f32 { // see: musl/src/math/cosf.c\n const\n c1pio2 = reinterpret(0x3FF921FB54442D18), // M_PI_2 * 1\n c2pio2 = reinterpret(0x400921FB54442D18), // M_PI_2 * 2\n c3pio2 = reinterpret(0x4012D97C7F3321D2), // M_PI_2 * 3\n c4pio2 = reinterpret(0x401921FB54442D18); // M_PI_2 * 4\n\n var ix = reinterpret(x);\n var sign = ix >> 31;\n ix &= 0x7FFFFFFF;\n\n if (ix <= 0x3F490FDA) { // |x| ~<= π/4\n if (ix < 0x39800000) { // |x| < 2**-12\n // raise inexact if x != 0\n return 1;\n }\n return cos_kernf(x);\n }\n\n if (ASC_SHRINK_LEVEL < 1) {\n if (ix <= 0x407B53D1) { // |x| ~<= 5π/4\n if (ix > 0x4016CBE3) { // |x| ~> 3π/4\n return -cos_kernf(sign ? x + c2pio2 : x - c2pio2);\n } else {\n return sign ? sin_kernf(x + c1pio2) : sin_kernf(c1pio2 - x);\n }\n }\n if (ix <= 0x40E231D5) { // |x| ~<= 9π/4\n if (ix > 0x40AFEDDF) { // |x| ~> 7π/4\n return cos_kernf(sign ? x + c4pio2 : x - c4pio2);\n } else {\n return sign ? sin_kernf(-x - c3pio2) : sin_kernf(x - c3pio2);\n }\n }\n }\n\n // cos(Inf or NaN) is NaN\n if (ix >= 0x7F800000) return x - x;\n\n // general argument reduction needed\n var n = rempio2f(x, ix, sign);\n var y = rempio2f_y;\n\n var t = n & 1 ? sin_kernf(y) : cos_kernf(y);\n return (n + 1) & 2 ? -t : t;\n }\n\n export function cosh(x: f32): f32 { // see: musl/src/math/coshf.c\n var u = reinterpret(x);\n u &= 0x7FFFFFFF;\n x = reinterpret(u);\n if (u < 0x3F317217) {\n if (u < 0x3F800000 - (12 << 23)) return 1;\n let t = expm1(x);\n // return 1 + t * t / (2 * (1 + t));\n return 1 + t * t / (2 + 2 * t);\n }\n if (u < 0x42B17217) {\n let t = exp(x);\n // return 0.5 * (t + 1 / t);\n return 0.5 * t + 0.5 / t;\n }\n return expo2f(x, 1);\n }\n\n // @ts-ignore: decorator\n @inline\n export function floor(x: f32): f32 {\n return builtin_floor(x);\n }\n\n export function exp(x: f32): f32 { // see: musl/src/math/expf.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return expf_lut(x);\n } else {\n const\n ln2hi = reinterpret(0x3F317200), // 6.9314575195e-1f\n ln2lo = reinterpret(0x35BFBE8E), // 1.4286067653e-6f\n invln2 = reinterpret(0x3FB8AA3B), // 1.4426950216e+0f\n P1 = reinterpret(0x3E2AAA8F), // 1.6666625440e-1f\n P2 = reinterpret(0xBB355215), // -2.7667332906e-3f\n Ox1p127f = reinterpret(0x7F000000); // 0x1p+127f\n\n let hx = reinterpret(x);\n let sign_ = (hx >> 31);\n hx &= 0x7FFFFFFF;\n if (hx >= 0x42AEAC50) {\n if (hx > 0x7F800000) return x; // NaN\n if (hx >= 0x42B17218) {\n if (!sign_) return x * Ox1p127f;\n else if (hx >= 0x42CFF1B5) return 0;\n }\n }\n let hi: f32, lo: f32;\n let k: i32;\n if (hx > 0x3EB17218) {\n if (hx > 0x3F851592) {\n k = (invln2 * x + builtin_copysign(0.5, x));\n } else {\n k = 1 - (sign_ << 1);\n }\n hi = x - k * ln2hi;\n lo = k * ln2lo;\n x = hi - lo;\n } else if (hx > 0x39000000) {\n k = 0;\n hi = x;\n lo = 0;\n } else {\n return 1 + x;\n }\n let xx = x * x;\n let c = x - xx * (P1 + xx * P2);\n let y: f32 = 1 + (x * c / (2 - c) - lo + hi);\n return k == 0 ? y : scalbn(y, k);\n }\n }\n\n export function exp2(x: f32): f32 {\n return exp2f_lut(x);\n }\n\n export function expm1(x: f32): f32 { // see: musl/src/math/expm1f.c and SUN COPYRIGHT NOTICE above\n const\n ln2_hi = reinterpret(0x3F317180), // 6.9313812256e-01f\n ln2_lo = reinterpret(0x3717F7D1), // 9.0580006145e-06f\n invln2 = reinterpret(0x3FB8AA3B), // 1.4426950216e+00f\n Q1 = reinterpret(0xBD088868), // -3.3333212137e-02f\n Q2 = reinterpret(0x3ACF3010), // 1.5807170421e-03f\n Ox1p127f = reinterpret(0x7F000000); // 0x1p+127f\n\n var u = reinterpret(x);\n var hx = u & 0x7FFFFFFF;\n var sign_ = (u >> 31);\n if (hx >= 0x4195B844) {\n if (hx > 0x7F800000) return x;\n if (sign_) return -1;\n if (hx > 0x42B17217) { // x > log(FLT_MAX)\n x *= Ox1p127f;\n return x;\n }\n }\n var c: f32 = 0.0, t: f32, k: i32;\n if (hx > 0x3EB17218) {\n k = select(\n 1 - (sign_ << 1),\n (invln2 * x + builtin_copysign(0.5, x)),\n hx < 0x3F851592\n );\n t = k;\n let hi = x - t * ln2_hi;\n let lo = t * ln2_lo;\n x = hi - lo;\n c = (hi - x) - lo;\n } else if (hx < 0x33000000) {\n return x;\n } else k = 0;\n var hfx: f32 = 0.5 * x;\n var hxs: f32 = x * hfx;\n var r1: f32 = 1.0 + hxs * (Q1 + hxs * Q2);\n t = 3.0 - r1 * hfx;\n var e = hxs * ((r1 - t) / (6.0 - x * t));\n if (k == 0) return x - (x * e - hxs);\n e = x * (e - c) - c;\n e -= hxs;\n if (k == -1) return 0.5 * (x - e) - 0.5;\n if (k == 1) {\n if (x < -0.25) return -2.0 * (e - (x + 0.5));\n return 1.0 + 2.0 * (x - e);\n }\n u = (0x7F + k) << 23;\n var twopk = reinterpret(u);\n var y: f32;\n if (k < 0 || k > 56) {\n y = x - e + 1.0;\n if (k == 128) y = y * 2.0 * Ox1p127f;\n else y = y * twopk;\n return y - 1.0;\n }\n u = (0x7F - k) << 23;\n y = reinterpret(u);\n if (k < 20) y = (1 - y) - e;\n else y = 1 - (e + y);\n return (x + y) * twopk;\n }\n\n // @ts-ignore: decorator\n @inline\n export function fround(x: f32): f32 {\n return x;\n }\n\n export function hypot(x: f32, y: f32): f32 { // see: musl/src/math/hypotf.c\n const\n Ox1p90f = reinterpret(0x6C800000),\n Ox1p_90f = reinterpret(0x12800000);\n\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n ux &= 0x7FFFFFFF;\n uy &= 0x7FFFFFFF;\n if (ux < uy) {\n let ut = ux;\n ux = uy;\n uy = ut;\n }\n x = reinterpret(ux);\n y = reinterpret(uy);\n if (uy == 0xFF << 23) return y;\n if (ux >= 0xFF << 23 || uy == 0 || ux - uy >= 25 << 23) return x + y;\n var z: f32 = 1;\n if (ux >= (0x7F + 60) << 23) {\n z = Ox1p90f;\n x *= Ox1p_90f;\n y *= Ox1p_90f;\n } else if (uy < (0x7F - 60) << 23) {\n z = Ox1p_90f;\n x *= Ox1p90f;\n y *= Ox1p90f;\n }\n return z * builtin_sqrt((x * x + y * y));\n }\n\n // @ts-ignore: decorator\n @inline\n export function imul(x: f32, y: f32): f32 {\n /*\n * Wasm (MVP) and JS have different approaches for double->int conversions.\n *\n * For emulate JS conversion behavior and avoid trapping from wasm we should modulate by MAX_INT\n * our float-point arguments before actual convertion to integers.\n */\n if (!isFinite(x + y)) return 0;\n return (dtoi32(x) * dtoi32(y));\n }\n\n export function log(x: f32): f32 { // see: musl/src/math/logf.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return logf_lut(x);\n } else {\n const\n ln2_hi = reinterpret(0x3F317180), // 6.9313812256e-01f\n ln2_lo = reinterpret(0x3717F7D1), // 9.0580006145e-06f\n Lg1 = reinterpret(0x3F2AAAAA), // 0xaaaaaa.0p-24f\n Lg2 = reinterpret(0x3ECCCE13), // 0xccce13.0p-25f\n Lg3 = reinterpret(0x3E91E9EE), // 0x91e9ee.0p-25f\n Lg4 = reinterpret(0x3E789E26), // 0xf89e26.0p-26f\n Ox1p25f = reinterpret(0x4C000000);\n\n let u = reinterpret(x);\n let k = 0;\n if (u < 0x00800000 || (u >> 31)) {\n if (u << 1 == 0) return -1 / (x * x);\n if (u >> 31) return (x - x) / 0;\n k -= 25;\n x *= Ox1p25f;\n u = reinterpret(x);\n } else if (u >= 0x7F800000) {\n return x;\n } else if (u == 0x3F800000) {\n return 0;\n }\n u += 0x3F800000 - 0x3F3504F3;\n k += (u >> 23) - 0x7F;\n u = (u & 0x007FFFFF) + 0x3F3504F3;\n x = reinterpret(u);\n let f = x - 1.0;\n let s = f / (2.0 + f);\n let z = s * s;\n let w = z * z;\n let t1 = w * (Lg2 + w * Lg4);\n let t2 = z * (Lg1 + w * Lg3);\n let r = t2 + t1;\n let hfsq = 0.5 * f * f;\n let dk = k;\n return s * (hfsq + r) + dk * ln2_lo - hfsq + f + dk * ln2_hi;\n }\n }\n\n export function log10(x: f32): f32 { // see: musl/src/math/log10f.c and SUN COPYRIGHT NOTICE above\n const\n ivln10hi = reinterpret(0x3EDE6000), // 4.3432617188e-01f\n ivln10lo = reinterpret(0xB804EAD9), // -3.1689971365e-05f\n log10_2hi = reinterpret(0x3E9A2080), // 3.0102920532e-01f\n log10_2lo = reinterpret(0x355427DB), // 7.9034151668e-07f\n Lg1 = reinterpret(0x3F2AAAAA), // 0xaaaaaa.0p-24f, 0.66666662693f\n Lg2 = reinterpret(0x3ECCCE13), // 0xccce13.0p-25f, 0.40000972152f\n Lg3 = reinterpret(0x3E91E9EE), // 0x91e9ee.0p-25f, 0.28498786688f\n Lg4 = reinterpret(0x3E789E26), // 0xf89e26.0p-26f, 0.24279078841f\n Ox1p25f = reinterpret(0x4C000000); // 0x1p25f\n\n var ix = reinterpret(x);\n var k = 0;\n if (ix < 0x00800000 || (ix >> 31)) {\n if (ix << 1 == 0) return -1 / (x * x);\n if (ix >> 31) return (x - x) / 0.0;\n k -= 25;\n x *= Ox1p25f;\n ix = reinterpret(x);\n } else if (ix >= 0x7F800000) {\n return x;\n } else if (ix == 0x3F800000) {\n return 0;\n }\n ix += 0x3F800000 - 0x3F3504F3;\n k += (ix >> 23) - 0x7F;\n ix = (ix & 0x007FFFFF) + 0x3F3504F3;\n x = reinterpret(ix);\n var f = x - 1.0;\n var s = f / (2.0 + f);\n var z = s * s;\n var w = z * z;\n var t1 = w * (Lg2 + w * Lg4);\n var t2 = z * (Lg1 + w * Lg3);\n var r = t2 + t1;\n var hfsq: f32 = 0.5 * f * f;\n var hi = f - hfsq;\n ix = reinterpret(hi);\n ix &= 0xFFFFF000;\n hi = reinterpret(ix);\n var lo = f - hi - hfsq + s * (hfsq + r);\n var dk = k;\n return dk * log10_2lo + (lo + hi) * ivln10lo + lo * ivln10hi + hi * ivln10hi + dk * log10_2hi;\n }\n\n export function log1p(x: f32): f32 { // see: musl/src/math/log1pf.c and SUN COPYRIGHT NOTICE above\n const\n ln2_hi = reinterpret(0x3F317180), // 6.9313812256e-01\n ln2_lo = reinterpret(0x3717F7D1), // 9.0580006145e-06\n Lg1 = reinterpret(0x3F2AAAAA), // 0xaaaaaa.0p-24f, 0.66666662693f\n Lg2 = reinterpret(0x3ECCCE13), // 0xccce13.0p-25f, 0.40000972152f\n Lg3 = reinterpret(0x3E91E9EE), // 0x91e9ee.0p-25f, 0.28498786688f\n Lg4 = reinterpret(0x3E789E26); // 0xf89e26.0p-26f, 0.24279078841f\n\n var ix = reinterpret(x);\n var c: f32 = 0, f: f32 = 0;\n var k: i32 = 1;\n if (ix < 0x3ED413D0 || (ix >> 31)) {\n if (ix >= 0xBF800000) {\n if (x == -1) return x / 0.0;\n return (x - x) / 0.0;\n }\n if (ix << 1 < 0x33800000 << 1) return x;\n if (ix <= 0xBE95F619) {\n k = 0;\n c = 0;\n f = x;\n }\n } else if (ix >= 0x7F800000) return x;\n if (k) {\n let uf: f32 = 1 + x;\n let iu = reinterpret(uf);\n iu += 0x3F800000 - 0x3F3504F3;\n k = (iu >> 23) - 0x7F;\n if (k < 25) {\n c = k >= 2 ? 1 - (uf - x) : x - (uf - 1);\n c /= uf;\n } else c = 0;\n iu = (iu & 0x007FFFFF) + 0x3F3504F3;\n f = reinterpret(iu) - 1;\n }\n var s = f / (2.0 + f);\n var z = s * s;\n var w = z * z;\n var t1 = w * (Lg2 + w * Lg4);\n var t2 = z * (Lg1 + w * Lg3);\n var r = t2 + t1;\n var hfsq: f32 = 0.5 * f * f;\n var dk = k;\n return s * (hfsq + r) + (dk * ln2_lo + c) - hfsq + f + dk * ln2_hi;\n }\n\n export function log2(x: f32): f32 { // see: musl/src/math/log2f.c and SUN COPYRIGHT NOTICE above\n if (ASC_SHRINK_LEVEL < 1) {\n return log2f_lut(x);\n } else {\n const\n ivln2hi = reinterpret(0x3FB8B000), // 1.4428710938e+00f\n ivln2lo = reinterpret(0xB9389AD4), // -1.7605285393e-04\n Lg1 = reinterpret(0x3F2AAAAA), // 0xaaaaaa.0p-24f, 0.66666662693f\n Lg2 = reinterpret(0x3ECCCE13), // 0xccce13.0p-25f, 0.40000972152f\n Lg3 = reinterpret(0x3E91E9EE), // 0x91e9ee.0p-25f, 0.28498786688f\n Lg4 = reinterpret(0x3E789E26), // 0xf89e26.0p-26f, 0.24279078841f\n Ox1p25f = reinterpret(0x4C000000); // 0x1p25f\n\n let ix = reinterpret(x);\n let k: i32 = 0;\n if (ix < 0x00800000 || (ix >> 31)) {\n if (ix << 1 == 0) return -1 / (x * x);\n if (ix >> 31) return (x - x) / 0.0;\n k -= 25;\n x *= Ox1p25f;\n ix = reinterpret(x);\n } else if (ix >= 0x7F800000) {\n return x;\n } else if (ix == 0x3F800000) {\n return 0;\n }\n ix += 0x3F800000 - 0x3F3504F3;\n k += (ix >> 23) - 0x7F;\n ix = (ix & 0x007FFFFF) + 0x3F3504F3;\n x = reinterpret(ix);\n let f = x - 1.0;\n let s = f / (2.0 + f);\n let z = s * s;\n let w = z * z;\n let t1 = w * (Lg2 + w * Lg4);\n let t2 = z * (Lg1 + w * Lg3);\n let r = t2 + t1;\n let hfsq: f32 = 0.5 * f * f;\n let hi = f - hfsq;\n let u = reinterpret(hi);\n u &= 0xFFFFF000;\n hi = reinterpret(u);\n let lo: f32 = f - hi - hfsq + s * (hfsq + r);\n let dk = k;\n return (lo + hi) * ivln2lo + lo * ivln2hi + hi * ivln2hi + dk;\n }\n }\n\n // @ts-ignore: decorator\n @inline\n export function max(value1: f32, value2: f32): f32 {\n return builtin_max(value1, value2);\n }\n\n // @ts-ignore: decorator\n @inline\n export function min(value1: f32, value2: f32): f32 {\n return builtin_min(value1, value2);\n }\n\n export function pow(x: f32, y: f32): f32 {\n // TODO: remove this fast pathes after introduced own mid-end IR with \"stdlib call simplify\" transforms\n if (builtin_abs(y) <= 2) {\n if (y == 2.0) return x * x;\n if (y == 0.5) {\n return select(\n builtin_abs(builtin_sqrt(x)),\n Infinity,\n x != -Infinity\n );\n }\n if (y == -1.0) return 1 / x;\n if (y == 1.0) return x;\n if (y == 0.0) return 1.0;\n }\n if (ASC_SHRINK_LEVEL < 1) {\n // see: musl/src/math/powf.c\n return powf_lut(x, y);\n } else {\n // based on: jdh8/metallic/src/math/float/powf.c\n if (y == 0) return 1;\n // @ts-ignore: cast\n if (isNaN(x) | isNaN(y)) {\n return NaN;\n }\n let sign: u32 = 0;\n let uy = reinterpret(y);\n let ux = reinterpret(x);\n let sx = ux >> 31;\n ux &= 0x7FFFFFFF;\n if (sx && nearest(y) == y) {\n x = -x;\n sx = 0;\n sign = u32(nearest(y * 0.5) != y * 0.5) << 31;\n }\n let m: u32;\n if (ux == 0x3F800000) { // x == 1\n m = sx | u32((uy & 0x7FFFFFFF) == 0x7F800000) ? 0x7FC00000 : 0x3F800000;\n } else if (ux == 0) {\n m = uy >> 31 ? 0x7F800000 : 0;\n } else if (ux == 0x7F800000) {\n m = uy >> 31 ? 0 : 0x7F800000;\n } else if (sx) {\n m = 0x7FC00000;\n } else {\n m = reinterpret(exp2f(y * log2f(x)));\n }\n return reinterpret(m | sign);\n }\n }\n\n // @ts-ignore: decorator\n @inline\n export function seedRandom(value: i64): void {\n NativeMath.seedRandom(value);\n }\n\n // Using xoroshiro64starstar from http://xoshiro.di.unimi.it/xoroshiro64starstar.c\n export function random(): f32 {\n if (!random_seeded) seedRandom(reinterpret(seed()));\n\n var s0 = random_state0_32;\n var s1 = random_state1_32;\n var r = rotl(s0 * 0x9E3779BB, 5) * 5;\n\n s1 ^= s0;\n random_state0_32 = rotl(s0, 26) ^ s1 ^ (s1 << 9);\n random_state1_32 = rotl(s1, 13);\n\n return reinterpret((r >> 9) | (127 << 23)) - 1.0;\n }\n\n // @ts-ignore: decorator\n @inline\n export function round(x: f32): f32 {\n let roundUp = builtin_ceil(x);\n return select(roundUp, roundUp - 1.0, roundUp - 0.5 <= x);\n }\n\n // @ts-ignore: decorator\n @inline\n export function sign(x: f32): f32 {\n if (ASC_SHRINK_LEVEL > 0) {\n return builtin_abs(x) > 0 ? builtin_copysign(1, x) : x;\n } else {\n return x > 0 ? 1 : x < 0 ? -1 : x;\n }\n }\n\n // @ts-ignore: decorator\n @inline\n export function signbit(x: f32): bool {\n return (reinterpret(x) >>> 31);\n }\n\n export function sin(x: f32): f32 { // see: musl/src/math/sinf.c\n const\n s1pio2 = reinterpret(0x3FF921FB54442D18), // M_PI_2 * 1\n s2pio2 = reinterpret(0x400921FB54442D18), // M_PI_2 * 2\n s3pio2 = reinterpret(0x4012D97C7F3321D2), // M_PI_2 * 3\n s4pio2 = reinterpret(0x401921FB54442D18); // M_PI_2 * 4\n\n var ix = reinterpret(x);\n var sign = ix >> 31;\n ix &= 0x7FFFFFFF;\n\n if (ix <= 0x3F490FDA) { // |x| ~<= π/4\n if (ix < 0x39800000) { // |x| < 2**-12\n return x;\n }\n return sin_kernf(x);\n }\n\n if (ASC_SHRINK_LEVEL < 1) {\n if (ix <= 0x407B53D1) { // |x| ~<= 5π/4\n if (ix <= 0x4016CBE3) { // |x| ~<= 3π/4\n return sign ? -cos_kernf(x + s1pio2) : cos_kernf(x - s1pio2);\n }\n return sin_kernf(-(sign ? x + s2pio2 : x - s2pio2));\n }\n\n if (ix <= 0x40E231D5) { // |x| ~<= 9π/4\n if (ix <= 0x40AFEDDF) { // |x| ~<= 7π/4\n return sign ? cos_kernf(x + s3pio2) : -cos_kernf(x - s3pio2);\n }\n return sin_kernf(sign ? x + s4pio2 : x - s4pio2);\n }\n }\n\n // sin(Inf or NaN) is NaN\n if (ix >= 0x7F800000) return x - x;\n\n var n = rempio2f(x, ix, sign);\n var y = rempio2f_y;\n\n var t = n & 1 ? cos_kernf(y) : sin_kernf(y);\n return n & 2 ? -t : t;\n }\n\n export function sinh(x: f32): f32 { // see: musl/src/math/sinhf.c\n var u = reinterpret(x) & 0x7FFFFFFF;\n var a = reinterpret(u);\n var h = builtin_copysign(0.5, x);\n if (u < 0x42B17217) {\n let t = expm1(a);\n if (u < 0x3F800000) {\n if (u < 0x3F800000 - (12 << 23)) return x;\n return h * (2 * t - t * t / (t + 1));\n }\n return h * (t + t / (t + 1));\n }\n return expo2f(a, 2 * h);\n }\n\n // @ts-ignore: decorator\n @inline\n export function sqrt(x: f32): f32 {\n return builtin_sqrt(x);\n }\n\n export function tan(x: f32): f32 { // see: musl/src/math/tanf.c\n const\n t1pio2 = reinterpret(0x3FF921FB54442D18), // 1 * M_PI_2\n t2pio2 = reinterpret(0x400921FB54442D18), // 2 * M_PI_2\n t3pio2 = reinterpret(0x4012D97C7F3321D2), // 3 * M_PI_2\n t4pio2 = reinterpret(0x401921FB54442D18); // 4 * M_PI_2\n\n var ix = reinterpret(x);\n var sign = ix >> 31;\n ix &= 0x7FFFFFFF;\n\n if (ix <= 0x3F490FDA) { // |x| ~<= π/4\n if (ix < 0x39800000) { // |x| < 2**-12\n return x;\n }\n return tan_kernf(x, 0);\n }\n\n if (ASC_SHRINK_LEVEL < 1) {\n if (ix <= 0x407B53D1) { // |x| ~<= 5π/4\n if (ix <= 0x4016CBE3) { // |x| ~<= 3π/4\n return tan_kernf((sign ? x + t1pio2 : x - t1pio2), 1);\n } else {\n return tan_kernf((sign ? x + t2pio2 : x - t2pio2), 0);\n }\n }\n if (ix <= 0x40E231D5) { // |x| ~<= 9π/4\n if (ix <= 0x40AFEDDF) { // |x| ~<= 7π/4\n return tan_kernf((sign ? x + t3pio2 : x - t3pio2), 1);\n } else {\n return tan_kernf((sign ? x + t4pio2 : x - t4pio2), 0);\n }\n }\n }\n\n // tan(Inf or NaN) is NaN\n if (ix >= 0x7F800000) return x - x;\n\n // argument reduction\n var n = rempio2f(x, ix, sign);\n var y = rempio2f_y;\n return tan_kernf(y, n & 1);\n }\n\n export function tanh(x: f32): f32 { // see: musl/src/math/tanhf.c\n var u = reinterpret(x);\n u &= 0x7FFFFFFF;\n var y = reinterpret(u);\n var t: f32;\n if (u > 0x3F0C9F54) {\n if (u > 0x41200000) t = 1 + 0 / y;\n else {\n t = expm1(2 * y);\n t = 1 - 2 / (t + 2);\n }\n } else if (u > 0x3E82C578) {\n t = expm1(2 * y);\n t = t / (t + 2);\n } else if (u >= 0x00800000) {\n t = expm1(-2 * y);\n t = -t / (t + 2);\n } else t = y;\n return builtin_copysign(t, x);\n }\n\n // @ts-ignore: decorator\n @inline\n export function trunc(x: f32): f32 {\n return builtin_trunc(x);\n }\n\n export function scalbn(x: f32, n: i32): f32 { // see: https://git.musl-libc.org/cgit/musl/tree/src/math/scalbnf.c\n const\n Ox1p24f = reinterpret(0x4B800000),\n Ox1p127f = reinterpret(0x7F000000),\n Ox1p_126f = reinterpret(0x00800000);\n\n var y = x;\n if (n > 127) {\n y *= Ox1p127f;\n n -= 127;\n if (n > 127) {\n y *= Ox1p127f;\n n = builtin_min(n - 127, 127);\n }\n } else if (n < -126) {\n y *= Ox1p_126f * Ox1p24f;\n n += 126 - 24;\n if (n < -126) {\n y *= Ox1p_126f * Ox1p24f;\n n = builtin_max(n + 126 - 24, -126);\n }\n }\n return y * reinterpret((0x7F + n) << 23);\n }\n\n export function mod(x: f32, y: f32): f32 { // see: musl/src/math/fmodf.c\n if (builtin_abs(y) == 1.0) {\n // x % 1, x % -1 ==> sign(x) * abs(x - 1.0 * trunc(x / 1.0))\n // TODO: move this rule to compiler's optimization pass.\n // It could be apply for any x % C_pot, where \"C_pot\" is pow of two const.\n return builtin_copysign(x - builtin_trunc(x), x);\n }\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n var ex = (ux >> 23 & 0xFF);\n var ey = (uy >> 23 & 0xFF);\n var sm = ux & 0x80000000;\n var uy1 = uy << 1;\n if (uy1 == 0 || ex == 0xFF || isNaN(y)) {\n let m = x * y;\n return m / m;\n }\n var ux1 = ux << 1;\n if (ux1 <= uy1) {\n return x * f32(ux1 != uy1);\n }\n if (!ex) {\n ex -= builtin_clz(ux << 9);\n ux <<= 1 - ex;\n } else {\n ux &= -1 >> 9;\n ux |= 1 << 23;\n }\n if (!ey) {\n ey -= builtin_clz(uy << 9);\n uy <<= 1 - ey;\n } else {\n uy &= -1 >> 9;\n uy |= 1 << 23;\n }\n while (ex > ey) {\n if (ux >= uy) {\n if (ux == uy) return 0 * x;\n ux -= uy;\n }\n ux <<= 1;\n --ex;\n }\n if (ux >= uy) {\n if (ux == uy) return 0 * x;\n ux -= uy;\n }\n // for (; !(ux >> 23); ux <<= 1) --ex;\n var shift = builtin_clz(ux << 8);\n ex -= shift;\n ux <<= shift;\n if (ex > 0) {\n ux -= 1 << 23;\n ux |= ex << 23;\n } else {\n ux >>= -ex + 1;\n }\n return reinterpret(ux | sm);\n }\n\n export function rem(x: f32, y: f32): f32 { // see: musl/src/math/remquof.c\n var ux = reinterpret(x);\n var uy = reinterpret(y);\n var ex = (ux >> 23 & 0xFF);\n var ey = (uy >> 23 & 0xFF);\n var sx = (ux >> 31);\n var uxi = ux;\n if (uy << 1 == 0 || ex == 0xFF || isNaN(y)) return (x * y) / (x * y);\n if (ux << 1 == 0) return x;\n if (!ex) {\n ex -= builtin_clz(uxi << 9);\n uxi <<= 1 - ex;\n } else {\n uxi &= -1 >> 9;\n uxi |= 1 << 23;\n }\n if (!ey) {\n ey -= builtin_clz(uy << 9);\n uy <<= 1 - ey;\n } else {\n uy &= -1 >> 9;\n uy |= 1 << 23;\n }\n var q = 0;\n do {\n if (ex < ey) {\n if (ex + 1 == ey) break; // goto end\n return x;\n }\n while (ex > ey) {\n if (uxi >= uy) {\n uxi -= uy;\n ++q;\n }\n uxi <<= 1;\n q <<= 1;\n --ex;\n }\n if (uxi >= uy) {\n uxi -= uy;\n ++q;\n }\n if (uxi == 0) ex = -30;\n else {\n let shift = builtin_clz(uxi << 8);\n ex -= shift;\n uxi <<= shift;\n }\n break;\n } while (false);\n // end:\n if (ex > 0) {\n uxi -= 1 << 23;\n uxi |= ex << 23;\n } else {\n uxi >>= -ex + 1;\n }\n x = reinterpret(uxi);\n y = builtin_abs(y);\n var x2 = x + x;\n if (ex == ey || (ex + 1 == ey && (x2 > y || (x2 == y && (q & 1))))) {\n x -= y;\n // q++;\n }\n return sx ? -x : x;\n }\n\n export function sincos(x: f32): void { // see: musl/tree/src/math/sincosf.c\n const\n s1pio2 = reinterpret(0x3FF921FB54442D18), // 1 * M_PI_2\n s2pio2 = reinterpret(0x400921FB54442D18), // 2 * M_PI_2\n s3pio2 = reinterpret(0x4012D97C7F3321D2), // 3 * M_PI_2\n s4pio2 = reinterpret(0x401921FB54442D18); // 4 * M_PI_2\n\n var ix = reinterpret(x);\n var sign = ix >> 31;\n ix &= 0x7FFFFFFF;\n\n if (ix <= 0x3F490FDA) { // |x| ~<= π/4\n if (ix < 0x39800000) { // |x| < 2**-12\n sincos_sin = x;\n sincos_cos = 1;\n return;\n }\n sincos_sin = sin_kernf(x);\n sincos_cos = cos_kernf(x);\n return;\n }\n if (ASC_SHRINK_LEVEL < 1) {\n if (ix <= 0x407B53D1) { // |x| ~<= 5π/4\n if (ix <= 0x4016CBE3) { // |x| ~<= 3π/4\n if (sign) {\n sincos_sin = -cos_kernf(x + s1pio2);\n sincos_cos = sin_kernf(x + s1pio2);\n } else {\n sincos_sin = cos_kernf(s1pio2 - x);\n sincos_cos = sin_kernf(s1pio2 - x);\n }\n return;\n }\n // -sin(x + c) is not correct if x+c could be 0: -0 vs +0\n sincos_sin = -sin_kernf(sign ? x + s2pio2 : x - s2pio2);\n sincos_cos = -cos_kernf(sign ? x + s2pio2 : x - s2pio2);\n return;\n }\n if (ix <= 0x40E231D5) { // |x| ~<= 9π/4\n if (ix <= 0x40AFEDDF) { // |x| ~<= 7π/4\n if (sign) {\n sincos_sin = cos_kernf(x + s3pio2);\n sincos_cos = -sin_kernf(x + s3pio2);\n } else {\n sincos_sin = -cos_kernf(x - s3pio2);\n sincos_cos = sin_kernf(x - s3pio2);\n }\n return;\n }\n sincos_sin = sin_kernf(sign ? x + s4pio2 : x - s4pio2);\n sincos_cos = cos_kernf(sign ? x + s4pio2 : x - s4pio2);\n return;\n }\n }\n // sin(Inf or NaN) is NaN\n if (ix >= 0x7F800000) {\n let xx = x - x;\n sincos_sin = xx;\n sincos_cos = xx;\n return;\n }\n // general argument reduction needed\n var n = rempio2f(x, ix, sign);\n var y = rempio2f_y;\n var s = sin_kernf(y);\n var c = cos_kernf(y);\n var sin = s, cos = c;\n if (n & 1) {\n sin = c;\n cos = -s;\n }\n if (n & 2) {\n sin = -sin;\n cos = -cos;\n }\n sincos_sin = sin;\n sincos_cos = cos;\n }\n}\n\nexport function ipow32(x: i32, e: i32): i32 {\n var out = 1;\n if (ASC_SHRINK_LEVEL < 1) {\n if (x == 2) {\n return select(1 << e, 0, e < 32);\n }\n if (e <= 0) {\n if (x == -1) return select(-1, 1, e & 1);\n return i32(e == 0) | i32(x == 1);\n }\n else if (e == 1) return x;\n else if (e == 2) return x * x;\n else if (e < 32) {\n let log = 32 - clz(e);\n // 32 = 2 ^ 5, so need only five cases.\n // But some extra cases needs for properly overflowing\n switch (log) {\n case 5: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 4: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 3: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 2: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 1: {\n if (e & 1) out *= x;\n }\n }\n return out;\n }\n }\n while (e) {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n return out;\n}\n\nexport function ipow64(x: i64, e: i64): i64 {\n var out: i64 = 1;\n if (ASC_SHRINK_LEVEL < 1) {\n if (x == 2) {\n return select(1 << e, 0, e < 64);\n }\n if (e <= 0) {\n if (x == -1) return select(-1, 1, e & 1);\n return i64(e == 0) | i64(x == 1);\n }\n else if (e == 1) return x;\n else if (e == 2) return x * x;\n else if (e < 64) {\n let log = 64 - clz(e);\n // 64 = 2 ^ 6, so need only six cases.\n // But some extra cases needs for properly overflowing\n switch (log) {\n case 6: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 5: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 4: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 3: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 2: {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n case 1: {\n if (e & 1) out *= x;\n }\n }\n return out;\n }\n }\n while (e) {\n if (e & 1) out *= x;\n e >>>= 1;\n x *= x;\n }\n return out;\n}\n\n/*\nTODO:\nIn compile time if only exponent is constant we could replace ipow32/ipow64 by shortest addition chains\nwhich usually faster than exponentiation by squaring\n\nfor ipow32 and e < 32:\n\nlet b: i32, c: i32, d: i32, h: i32, k: i32, g: i32;\nswitch (e) {\n case 1: return x;\n case 2: return x * x;\n case 3: return x * x * x;\n case 4: return (b = x * x) * b;\n case 5: return (b = x * x) * b * x;\n case 6: return (b = x * x) * b * b;\n case 7: return (b = x * x) * b * b * x;\n case 8: return (d = (b = x * x) * b) * d;\n case 9: return (c = x * x * x) * c * c;\n case 10: return (d = (b = x * x) * b) * d * b;\n case 11: return (d = (b = x * x) * b) * d * b * x;\n case 12: return (d = (b = x * x) * b) * d * d;\n case 13: return (d = (b = x * x) * b) * d * d * x;\n case 14: return (d = (b = x * x) * b) * d * d * b;\n case 15: return (k = (b = x * x) * b * x) * k * k;\n case 16: return (h = (d = (b = x * x) * b) * d) * h;\n case 17: return (h = (d = (b = x * x) * b) * d) * h * x;\n case 18: return (h = (d = (b = x * x) * b) * d * x) * h;\n case 19: return (h = (d = (b = x * x) * b) * d * x) * h * x;\n case 20: return (h = (k = (b = x * x) * b * x) * k) * h;\n case 21: return (h = (k = (b = x * x) * b * x) * k) * h * x;\n case 22: return (g = (h = (k = (b = x * x) * b * x) * k) * x) * g;\n case 23: return (h = (d = (c = (b = x * x) * x) * b) * d) * h * c;\n case 24: return (h = (d = (c = x * x * x) * c) * d) * h;\n case 25: return (h = (d = (c = x * x * x) * c) * d) * h * x;\n case 26: return (g = (h = (d = (c = x * x * x) * c) * d) * x) * g;\n case 27: return (h = (d = (c = x * x * x) * c) * d) * h * c;\n case 28: return (h = (d = (c = x * x * x) * c * x) * d) * h;\n case 29: return (h = (d = (c = x * x * x) * c * x) * d) * h * x;\n case 30: return (h = (d = (c = x * x * x) * c) * d * c) * h;\n case 31: return (h = (d = (c = x * x * x) * c) * d * c) * h * x;\n}\n\nfor ipow64: TODO\nswitch (e) {\n case 32:\n ...\n case 63:\n}\n*/\n","/// \n\nimport { idof } from \"../builtins\";\nimport { CharCode } from \"./string\";\n\n// @ts-ignore: decorator\n@inline\nexport const MAX_DOUBLE_LENGTH = 28;\n\n// @ts-ignore: decorator\n@lazy @inline const POWERS10 = memory.data([\n 1,\n 10,\n 100,\n 1000,\n 10000,\n 100000,\n 1000000,\n 10000000,\n 100000000,\n 1000000000\n]);\n\n/*\n Lookup table for pairwise char codes in range [0-99]\n\n \"00\", \"01\", \"02\", \"03\", \"04\", \"05\", \"06\", \"07\", \"08\", \"09\",\n \"10\", \"11\", \"12\", \"13\", \"14\", \"15\", \"16\", \"17\", \"18\", \"19\",\n \"20\", \"21\", \"22\", \"23\", \"24\", \"25\", \"26\", \"27\", \"28\", \"29\",\n \"30\", \"31\", \"32\", \"33\", \"34\", \"35\", \"36\", \"37\", \"38\", \"39\",\n \"40\", \"41\", \"42\", \"43\", \"44\", \"45\", \"46\", \"47\", \"48\", \"49\",\n \"50\", \"51\", \"52\", \"53\", \"54\", \"55\", \"56\", \"57\", \"58\", \"59\",\n \"60\", \"61\", \"62\", \"63\", \"64\", \"65\", \"66\", \"67\", \"68\", \"69\",\n \"70\", \"71\", \"72\", \"73\", \"74\", \"75\", \"76\", \"77\", \"78\", \"79\",\n \"80\", \"81\", \"82\", \"83\", \"84\", \"85\", \"86\", \"87\", \"88\", \"89\",\n \"90\", \"91\", \"92\", \"93\", \"94\", \"95\", \"96\", \"97\", \"98\", \"99\"\n*/\n// @ts-ignore: decorator\n@lazy @inline const DIGITS = memory.data([\n 0x00300030, 0x00310030, 0x00320030, 0x00330030, 0x00340030,\n 0x00350030, 0x00360030, 0x00370030, 0x00380030, 0x00390030,\n 0x00300031, 0x00310031, 0x00320031, 0x00330031, 0x00340031,\n 0x00350031, 0x00360031, 0x00370031, 0x00380031, 0x00390031,\n 0x00300032, 0x00310032, 0x00320032, 0x00330032, 0x00340032,\n 0x00350032, 0x00360032, 0x00370032, 0x00380032, 0x00390032,\n 0x00300033, 0x00310033, 0x00320033, 0x00330033, 0x00340033,\n 0x00350033, 0x00360033, 0x00370033, 0x00380033, 0x00390033,\n 0x00300034, 0x00310034, 0x00320034, 0x00330034, 0x00340034,\n 0x00350034, 0x00360034, 0x00370034, 0x00380034, 0x00390034,\n 0x00300035, 0x00310035, 0x00320035, 0x00330035, 0x00340035,\n 0x00350035, 0x00360035, 0x00370035, 0x00380035, 0x00390035,\n 0x00300036, 0x00310036, 0x00320036, 0x00330036, 0x00340036,\n 0x00350036, 0x00360036, 0x00370036, 0x00380036, 0x00390036,\n 0x00300037, 0x00310037, 0x00320037, 0x00330037, 0x00340037,\n 0x00350037, 0x00360037, 0x00370037, 0x00380037, 0x00390037,\n 0x00300038, 0x00310038, 0x00320038, 0x00330038, 0x00340038,\n 0x00350038, 0x00360038, 0x00370038, 0x00380038, 0x00390038,\n 0x00300039, 0x00310039, 0x00320039, 0x00330039, 0x00340039,\n 0x00350039, 0x00360039, 0x00370039, 0x00380039, 0x00390039\n]);\n\n// Lookup table for pairwise char codes in range [0x00-0xFF]\n// @ts-ignore: decorator\n@lazy @inline const HEX_DIGITS =\n\"000102030405060708090a0b0c0d0e0f\\\n101112131415161718191a1b1c1d1e1f\\\n202122232425262728292a2b2c2d2e2f\\\n303132333435363738393a3b3c3d3e3f\\\n404142434445464748494a4b4c4d4e4f\\\n505152535455565758595a5b5c5d5e5f\\\n606162636465666768696a6b6c6d6e6f\\\n707172737475767778797a7b7c7d7e7f\\\n808182838485868788898a8b8c8d8e8f\\\n909192939495969798999a9b9c9d9e9f\\\na0a1a2a3a4a5a6a7a8a9aaabacadaeaf\\\nb0b1b2b3b4b5b6b7b8b9babbbcbdbebf\\\nc0c1c2c3c4c5c6c7c8c9cacbcccdcecf\\\nd0d1d2d3d4d5d6d7d8d9dadbdcdddedf\\\ne0e1e2e3e4e5e6e7e8e9eaebecedeeef\\\nf0f1f2f3f4f5f6f7f8f9fafbfcfdfeff\";\n\n// @ts-ignore: decorator\n@lazy @inline const ANY_DIGITS = \"0123456789abcdefghijklmnopqrstuvwxyz\";\n\n// @ts-ignore: decorator\n@lazy @inline const EXP_POWERS = memory.data([/* eslint-disable indent */\n -1220, -1193, -1166, -1140, -1113, -1087, -1060, -1034, -1007, -980,\n -954, -927, -901, -874, -847, -821, -794, -768, -741, -715,\n -688, -661, -635, -608, -582, -555, -529, -502, -475, -449,\n -422, -396, -369, -343, -316, -289, -263, -236, -210, -183,\n -157, -130, -103, -77, -50, -24, 3, 30, 56, 83,\n 109, 136, 162, 189, 216, 242, 269, 295, 322, 348,\n 375, 402, 428, 455, 481, 508, 534, 561, 588, 614,\n 641, 667, 694, 720, 747, 774, 800, 827, 853, 880,\n 907, 933, 960, 986, 1013, 1039, 1066\n/* eslint-enable indent */]);\n\n// 1e-348, 1e-340, ..., 1e340\n// @ts-ignore: decorator\n@lazy @inline const FRC_POWERS = memory.data([\n 0xFA8FD5A0081C0288, 0xBAAEE17FA23EBF76, 0x8B16FB203055AC76, 0xCF42894A5DCE35EA,\n 0x9A6BB0AA55653B2D, 0xE61ACF033D1A45DF, 0xAB70FE17C79AC6CA, 0xFF77B1FCBEBCDC4F,\n 0xBE5691EF416BD60C, 0x8DD01FAD907FFC3C, 0xD3515C2831559A83, 0x9D71AC8FADA6C9B5,\n 0xEA9C227723EE8BCB, 0xAECC49914078536D, 0x823C12795DB6CE57, 0xC21094364DFB5637,\n 0x9096EA6F3848984F, 0xD77485CB25823AC7, 0xA086CFCD97BF97F4, 0xEF340A98172AACE5,\n 0xB23867FB2A35B28E, 0x84C8D4DFD2C63F3B, 0xC5DD44271AD3CDBA, 0x936B9FCEBB25C996,\n 0xDBAC6C247D62A584, 0xA3AB66580D5FDAF6, 0xF3E2F893DEC3F126, 0xB5B5ADA8AAFF80B8,\n 0x87625F056C7C4A8B, 0xC9BCFF6034C13053, 0x964E858C91BA2655, 0xDFF9772470297EBD,\n 0xA6DFBD9FB8E5B88F, 0xF8A95FCF88747D94, 0xB94470938FA89BCF, 0x8A08F0F8BF0F156B,\n 0xCDB02555653131B6, 0x993FE2C6D07B7FAC, 0xE45C10C42A2B3B06, 0xAA242499697392D3,\n 0xFD87B5F28300CA0E, 0xBCE5086492111AEB, 0x8CBCCC096F5088CC, 0xD1B71758E219652C,\n 0x9C40000000000000, 0xE8D4A51000000000, 0xAD78EBC5AC620000, 0x813F3978F8940984,\n 0xC097CE7BC90715B3, 0x8F7E32CE7BEA5C70, 0xD5D238A4ABE98068, 0x9F4F2726179A2245,\n 0xED63A231D4C4FB27, 0xB0DE65388CC8ADA8, 0x83C7088E1AAB65DB, 0xC45D1DF942711D9A,\n 0x924D692CA61BE758, 0xDA01EE641A708DEA, 0xA26DA3999AEF774A, 0xF209787BB47D6B85,\n 0xB454E4A179DD1877, 0x865B86925B9BC5C2, 0xC83553C5C8965D3D, 0x952AB45CFA97A0B3,\n 0xDE469FBD99A05FE3, 0xA59BC234DB398C25, 0xF6C69A72A3989F5C, 0xB7DCBF5354E9BECE,\n 0x88FCF317F22241E2, 0xCC20CE9BD35C78A5, 0x98165AF37B2153DF, 0xE2A0B5DC971F303A,\n 0xA8D9D1535CE3B396, 0xFB9B7CD9A4A7443C, 0xBB764C4CA7A44410, 0x8BAB8EEFB6409C1A,\n 0xD01FEF10A657842C, 0x9B10A4E5E9913129, 0xE7109BFBA19C0C9D, 0xAC2820D9623BF429,\n 0x80444B5E7AA7CF85, 0xBF21E44003ACDD2D, 0x8E679C2F5E44FF8F, 0xD433179D9C8CB841,\n 0x9E19DB92B4E31BA9, 0xEB96BF6EBADF77D9, 0xAF87023B9BF0EE6B\n]);\n\n// @ts-ignore: decorator\n@inline\nexport function isPowerOf2(value: T): bool {\n return popcnt(value) == 1;\n}\n\n// Count number of decimals for u32 values\n// In our case input value always non-zero so we can simplify some parts\nexport function decimalCount32(value: u32): u32 {\n if (value < 100000) {\n if (value < 100) {\n return 1 + u32(value >= 10);\n } else {\n return 3 + u32(value >= 10000) + u32(value >= 1000);\n }\n } else {\n if (value < 10000000) {\n return 6 + u32(value >= 1000000);\n } else {\n return 8 + u32(value >= 1000000000) + u32(value >= 100000000);\n }\n }\n}\n\n// Count number of decimals for u64 values\n// In our case input value always greater than 2^32-1 so we can skip some parts\nexport function decimalCount64High(value: u64): u32 {\n if (value < 1000000000000000) {\n if (value < 1000000000000) {\n return 10 + u32(value >= 100000000000) + u32(value >= 10000000000);\n } else {\n return 13 + u32(value >= 100000000000000) + u32(value >= 10000000000000);\n }\n } else {\n if (value < 100000000000000000) {\n return 16 + u32(value >= 10000000000000000);\n } else {\n return 18 + u32(value >= 10000000000000000000) + u32(value >= 1000000000000000000);\n }\n }\n}\n\nfunction ulog_base(num: u64, base: i32): u32 {\n if (isPowerOf2(base)) {\n return (63 - clz(num)) / (31 - clz(base)) + 1;\n }\n var b64 = u64(base), b = b64, e: u32 = 1;\n while (num >= b) {\n num /= b;\n b *= b;\n e <<= 1;\n }\n while (num >= 1) {\n num /= b64;\n e++;\n }\n return e - 1;\n}\n\nfunction utoa32_dec_lut(buffer: usize, num: u32, offset: usize): void {\n while (num >= 10000) {\n // in most VMs i32/u32 div and modulo by constant can be shared and simplificate\n let t = num / 10000;\n let r = num % 10000;\n num = t;\n\n let d1 = r / 100;\n let d2 = r % 100;\n\n let digits1 = load(DIGITS + (d1 << alignof()));\n let digits2 = load(DIGITS + (d2 << alignof()));\n\n offset -= 4;\n store(buffer + (offset << 1), digits1 | (digits2 << 32));\n }\n\n if (num >= 100) {\n let t = num / 100;\n let d1 = num % 100;\n num = t;\n offset -= 2;\n let digits = load(DIGITS + (d1 << alignof()));\n store(buffer + (offset << 1), digits);\n }\n\n if (num >= 10) {\n offset -= 2;\n let digits = load(DIGITS + (num << alignof()));\n store(buffer + (offset << 1), digits);\n } else {\n offset -= 1;\n let digit = CharCode._0 + num;\n store(buffer + (offset << 1), digit);\n }\n}\n\nfunction utoa64_dec_lut(buffer: usize, num: u64, offset: usize): void {\n while (num >= 100000000) {\n let t = num / 100000000;\n let r = (num - t * 100000000);\n num = t;\n\n let b = r / 10000;\n let c = r % 10000;\n\n let b1 = b / 100;\n let b2 = b % 100;\n let c1 = c / 100;\n let c2 = c % 100;\n\n let digits1 = load(DIGITS + (c1 << alignof()));\n let digits2 = load(DIGITS + (c2 << alignof()));\n\n offset -= 4;\n store(buffer + (offset << 1), digits1 | (digits2 << 32));\n\n digits1 = load(DIGITS + (b1 << alignof()));\n digits2 = load(DIGITS + (b2 << alignof()));\n\n offset -= 4;\n store(buffer + (offset << 1), digits1 | (digits2 << 32));\n }\n\n utoa32_dec_lut(buffer, num, offset);\n}\n\nfunction utoa_hex_lut(buffer: usize, num: u64, offset: usize): void {\n const lut = changetype(HEX_DIGITS);\n while (offset >= 2) {\n offset -= 2;\n store(\n buffer + (offset << 1),\n load(lut + ((num & 0xFF) << alignof()))\n );\n num >>= 8;\n }\n if (offset & 1) {\n store(buffer, load(lut + (num << 6)));\n }\n}\n\nfunction utoa_dec_simple(buffer: usize, num: T, offset: usize): void {\n do {\n let t = num / 10;\n let r = (num % 10);\n num = changetype(t);\n offset--;\n store(buffer + (offset << 1), CharCode._0 + r);\n } while (num);\n}\n\nfunction utoa_hex_simple(buffer: usize, num: T, offset: usize): void {\n do {\n let d = num & 0x0F | CharCode._0;\n d += select(0x27, 0, d > CharCode._9);\n offset--;\n store(buffer + (offset << 1), d);\n // @ts-ignore: type\n num >>= 4;\n } while (num);\n}\n\n// @ts-ignore: decorator\n@inline\nexport function utoa32_dec_core(buffer: usize, num: u32, offset: usize): void {\n if (ASC_SHRINK_LEVEL >= 1) {\n utoa_dec_simple(buffer, num, offset);\n } else {\n utoa32_dec_lut(buffer, num, offset);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction utoa32_hex_core(buffer: usize, num: u32, offset: usize): void {\n if (ASC_SHRINK_LEVEL >= 1) {\n utoa_hex_simple(buffer, num, offset);\n } else {\n utoa_hex_lut(buffer, num, offset);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction utoa64_dec_core(buffer: usize, num: u64, offset: usize): void {\n if (ASC_SHRINK_LEVEL >= 1) {\n utoa_dec_simple(buffer, num, offset);\n } else {\n utoa64_dec_lut(buffer, num, offset);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction utoa64_hex_core(buffer: usize, num: u64, offset: usize): void {\n if (ASC_SHRINK_LEVEL >= 1) {\n utoa_hex_simple(buffer, num, offset);\n } else {\n utoa_hex_lut(buffer, num, offset);\n }\n}\n\nfunction utoa64_any_core(buffer: usize, num: u64, offset: usize, radix: i32): void {\n const lut = changetype(ANY_DIGITS);\n var base = u64(radix);\n if ((radix & (radix - 1)) == 0) { // for radix which pow of two\n let shift = u64(ctz(radix) & 7);\n let mask = base - 1;\n do {\n offset--;\n store(buffer + (offset << 1), load(lut + (usize(num & mask) << 1)));\n num >>= shift;\n } while (num);\n } else {\n do {\n offset--;\n let q = num / base;\n store(buffer + (offset << 1), load(lut + (usize(num - q * base) << 1)));\n num = q;\n } while (num);\n }\n}\n\nexport function utoa32(value: u32, radix: i32): String {\n if (radix < 2 || radix > 36) {\n throw new RangeError(\"toString() radix argument must be between 2 and 36\");\n }\n if (!value) return \"0\";\n var out: String;\n\n if (radix == 10) {\n let decimals = decimalCount32(value);\n out = changetype(__new(decimals << 1, idof()));\n utoa32_dec_core(changetype(out), value, decimals);\n } else if (radix == 16) {\n let decimals = (31 - clz(value) >> 2) + 1;\n out = changetype(__new(decimals << 1, idof()));\n utoa32_hex_core(changetype(out), value, decimals);\n } else {\n let decimals = ulog_base(value, radix);\n out = changetype(__new(decimals << 1, idof()));\n utoa64_any_core(changetype(out), value, decimals, radix);\n }\n return out;\n}\n\nexport function itoa32(value: i32, radix: i32): String {\n if (radix < 2 || radix > 36) {\n throw new RangeError(\"toString() radix argument must be between 2 and 36\");\n }\n if (!value) return \"0\";\n\n var sign = value >>> 31;\n if (sign) value = -value;\n var out: String;\n\n if (radix == 10) {\n let decimals = decimalCount32(value) + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa32_dec_core(changetype(out), value, decimals);\n } else if (radix == 16) {\n let decimals = (31 - clz(value) >> 2) + 1 + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa32_hex_core(changetype(out), value, decimals);\n } else {\n let val32 = u32(value);\n let decimals = ulog_base(val32, radix) + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa64_any_core(changetype(out), val32, decimals, radix);\n }\n if (sign) store(changetype(out), CharCode.MINUS);\n return out;\n}\n\nexport function utoa64(value: u64, radix: i32): String {\n if (radix < 2 || radix > 36) {\n throw new RangeError(\"toString() radix argument must be between 2 and 36\");\n }\n if (!value) return \"0\";\n var out: String;\n\n if (radix == 10) {\n if (value <= u32.MAX_VALUE) {\n let val32 = value;\n let decimals = decimalCount32(val32);\n out = changetype(__new(decimals << 1, idof()));\n utoa32_dec_core(changetype(out), val32, decimals);\n } else {\n let decimals = decimalCount64High(value);\n out = changetype(__new(decimals << 1, idof()));\n utoa64_dec_core(changetype(out), value, decimals);\n }\n } else if (radix == 16) {\n let decimals = (63 - u32(clz(value)) >> 2) + 1;\n out = changetype(__new(decimals << 1, idof()));\n utoa64_hex_core(changetype(out), value, decimals);\n } else {\n let decimals = ulog_base(value, radix);\n out = changetype(__new(decimals << 1, idof()));\n utoa64_any_core(changetype(out), value, decimals, radix);\n }\n return out;\n}\n\nexport function itoa64(value: i64, radix: i32): String {\n if (radix < 2 || radix > 36) {\n throw new RangeError(\"toString() radix argument must be between 2 and 36\");\n }\n if (!value) return \"0\";\n\n var sign = u32(value >>> 63);\n if (sign) value = -value;\n var out: String;\n\n if (radix == 10) {\n if (value <= u32.MAX_VALUE) {\n let val32 = value;\n let decimals = decimalCount32(val32) + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa32_dec_core(changetype(out), val32, decimals);\n } else {\n let decimals = decimalCount64High(value) + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa64_dec_core(changetype(out), value, decimals);\n }\n } else if (radix == 16) {\n let decimals = (63 - u32(clz(value)) >> 2) + 1 + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa64_hex_core(changetype(out), value, decimals);\n } else {\n let decimals = ulog_base(value, radix) + sign;\n out = changetype(__new(decimals << 1, idof()));\n utoa64_any_core(changetype(out), value, decimals, radix);\n }\n if (sign) store(changetype(out), CharCode.MINUS);\n return out;\n}\n\n// @ts-ignore: decorator\n@lazy var _K: i32 = 0;\n\n// // @ts-ignore: decorator\n// @lazy\n// var _frc: u64 = 0;\n\n// @ts-ignore: decorator\n@lazy var _exp: i32 = 0;\n\n// @ts-ignore: decorator\n@lazy var _frc_minus: u64 = 0;\n\n// @ts-ignore: decorator\n@lazy var _frc_plus: u64 = 0;\n\n// @ts-ignore: decorator\n@lazy var _frc_pow: u64 = 0;\n\n// @ts-ignore: decorator\n@lazy var _exp_pow: i32 = 0;\n\n// @ts-ignore: decorator\n@inline\nfunction umul64f(u: u64, v: u64): u64 {\n var u0 = u & 0xFFFFFFFF;\n var v0 = v & 0xFFFFFFFF;\n\n var u1 = u >> 32;\n var v1 = v >> 32;\n\n var l = u0 * v0;\n var t = u1 * v0 + (l >> 32);\n var w = u0 * v1 + (t & 0xFFFFFFFF);\n\n w += 0x7FFFFFFF; // rounding\n\n t >>= 32;\n w >>= 32;\n\n return u1 * v1 + t + w;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction umul64e(e1: i32, e2: i32): i32 {\n return e1 + e2 + 64; // where 64 is significand size\n}\n\n// @ts-ignore: decorator\n@inline\nfunction normalizedBoundaries(f: u64, e: i32): void {\n var frc = (f << 1) + 1;\n var exp = e - 1;\n var off = clz(frc);\n frc <<= off;\n exp -= off;\n\n var m = 1 + i32(f == 0x0010000000000000);\n\n _frc_plus = frc;\n _frc_minus = ((f << m) - 1) << e - m - exp;\n _exp = exp;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction grisuRound(buffer: usize, len: i32, delta: u64, rest: u64, ten_kappa: u64, wp_w: u64): void {\n var lastp = buffer + ((len - 1) << 1);\n var digit = load(lastp);\n while (\n rest < wp_w &&\n delta - rest >= ten_kappa && (\n rest + ten_kappa < wp_w ||\n wp_w - rest > rest + ten_kappa - wp_w\n )\n ) {\n --digit;\n rest += ten_kappa;\n }\n store(lastp, digit);\n}\n\n// @ts-ignore: decorator\n@inline\nfunction getCachedPower(minExp: i32): void {\n const c = reinterpret(0x3FD34413509F79FE); // 1 / lg(10) = 0.30102999566398114\n var dk = (-61 - minExp) * c + 347;\t // dk must be positive, so can do ceiling in positive\n var k = dk;\n k += i32(k != dk); // conversion with ceil\n\n var index = (k >> 3) + 1;\n _K = 348 - (index << 3);\t// decimal exponent no need lookup table\n _frc_pow = load(FRC_POWERS + (index << alignof()));\n _exp_pow = load(EXP_POWERS + (index << alignof()));\n}\n\n// @ts-ignore: decorator\n@inline\nfunction grisu2(value: f64, buffer: usize, sign: i32): i32 {\n\n // frexp routine\n var uv = reinterpret(value);\n var exp = i32((uv & 0x7FF0000000000000) >>> 52);\n var sid = uv & 0x000FFFFFFFFFFFFF;\n var frc = (u64(exp != 0) << 52) + sid;\n exp = select(exp, 1, exp) - (0x3FF + 52);\n\n normalizedBoundaries(frc, exp);\n getCachedPower(_exp);\n\n // normalize\n var off = clz(frc);\n frc <<= off;\n exp -= off;\n\n var frc_pow = _frc_pow;\n var exp_pow = _exp_pow;\n\n var w_frc = umul64f(frc, frc_pow);\n var w_exp = umul64e(exp, exp_pow);\n\n var wp_frc = umul64f(_frc_plus, frc_pow) - 1;\n var wp_exp = umul64e(_exp, exp_pow);\n\n var wm_frc = umul64f(_frc_minus, frc_pow) + 1;\n var delta = wp_frc - wm_frc;\n\n return genDigits(buffer, w_frc, w_exp, wp_frc, wp_exp, delta, sign);\n}\n\nfunction genDigits(buffer: usize, w_frc: u64, w_exp: i32, mp_frc: u64, mp_exp: i32, delta: u64, sign: i32): i32 {\n var one_exp = -mp_exp;\n var one_frc = (1) << one_exp;\n var mask = one_frc - 1;\n\n var wp_w_frc = mp_frc - w_frc;\n\n var p1 = u32(mp_frc >> one_exp);\n var p2 = mp_frc & mask;\n\n var kappa = decimalCount32(p1);\n var len = sign;\n\n while (kappa > 0) {\n let d: u32;\n switch (kappa) {\n case 10: { d = p1 / 1000000000; p1 %= 1000000000; break; }\n case 9: { d = p1 / 100000000; p1 %= 100000000; break; }\n case 8: { d = p1 / 10000000; p1 %= 10000000; break; }\n case 7: { d = p1 / 1000000; p1 %= 1000000; break; }\n case 6: { d = p1 / 100000; p1 %= 100000; break; }\n case 5: { d = p1 / 10000; p1 %= 10000; break; }\n case 4: { d = p1 / 1000; p1 %= 1000; break; }\n case 3: { d = p1 / 100; p1 %= 100; break; }\n case 2: { d = p1 / 10; p1 %= 10; break; }\n case 1: { d = p1; p1 = 0; break; }\n default: { d = 0; break; }\n }\n\n if (d | len) store(buffer + (len++ << 1), CharCode._0 + d);\n\n --kappa;\n let tmp = ((p1) << one_exp) + p2;\n if (tmp <= delta) {\n _K += kappa;\n grisuRound(buffer, len, delta, tmp, load(POWERS10 + (kappa << alignof())) << one_exp, wp_w_frc);\n return len;\n }\n }\n\n while (true) {\n p2 *= 10;\n delta *= 10;\n\n let d = p2 >> one_exp;\n if (d | len) store(buffer + (len++ << 1), CharCode._0 + d);\n\n p2 &= mask;\n --kappa;\n if (p2 < delta) {\n _K += kappa;\n wp_w_frc *= load(POWERS10 + (-kappa << alignof()));\n grisuRound(buffer, len, delta, p2, one_frc, wp_w_frc);\n return len;\n }\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction genExponent(buffer: usize, k: i32): i32 {\n var sign = k < 0;\n if (sign) k = -k;\n var decimals = decimalCount32(k) + 1;\n utoa32_dec_core(buffer, k, decimals);\n store(buffer, select(CharCode.MINUS, CharCode.PLUS, sign));\n return decimals;\n}\n\nfunction prettify(buffer: usize, length: i32, k: i32): i32 {\n if (!k) {\n store(buffer + (length << 1), CharCode.DOT | (CharCode._0 << 16));\n return length + 2;\n }\n\n var kk = length + k;\n if (length <= kk && kk <= 21) {\n // 1234e7 -> 12340000000\n for (let i = length; i < kk; ++i) {\n store(buffer + (i << 1), CharCode._0);\n }\n store(buffer + (kk << 1), CharCode.DOT | (CharCode._0 << 16));\n return kk + 2;\n } else if (kk > 0 && kk <= 21) {\n // 1234e-2 -> 12.34\n let ptr = buffer + (kk << 1);\n memory.copy(\n ptr + 2,\n ptr,\n -k << 1\n );\n store(buffer + (kk << 1), CharCode.DOT);\n return length + 1;\n } else if (-6 < kk && kk <= 0) {\n // 1234e-6 -> 0.001234\n let offset = 2 - kk;\n memory.copy(\n buffer + (offset << 1),\n buffer,\n length << 1\n );\n store(buffer, CharCode._0 | (CharCode.DOT << 16));\n for (let i = 2; i < offset; ++i) {\n store(buffer + (i << 1), CharCode._0);\n }\n return length + offset;\n } else if (length == 1) {\n // 1e30\n store(buffer, CharCode.e, 2);\n length = genExponent(buffer + 4, kk - 1);\n return length + 2;\n } else {\n let len = length << 1;\n memory.copy(\n buffer + 4,\n buffer + 2,\n len - 2\n );\n store(buffer, CharCode.DOT, 2);\n store(buffer + len, CharCode.e, 2);\n length += genExponent(buffer + len + 4, kk - 1);\n return length + 2;\n }\n}\n\nfunction dtoa_core(buffer: usize, value: f64): i32 {\n var sign = i32(value < 0);\n if (sign) {\n value = -value;\n store(buffer, CharCode.MINUS);\n }\n // assert(value > 0 && value <= 1.7976931348623157e308);\n var len = grisu2(value, buffer, sign);\n len = prettify(buffer + (sign << 1), len - sign, _K);\n return len + sign;\n}\n\n// @ts-ignore: decorator\n@lazy @inline const dtoa_buf = memory.data(MAX_DOUBLE_LENGTH << 1);\n\nexport function dtoa(value: f64): String {\n if (value == 0) return \"0.0\";\n if (!isFinite(value)) {\n if (isNaN(value)) return \"NaN\";\n return select(\"-Infinity\", \"Infinity\", value < 0);\n }\n var size = dtoa_core(dtoa_buf, value) << 1;\n var result = changetype(__new(size, idof()));\n memory.copy(changetype(result), dtoa_buf, size);\n return result;\n}\n\nexport function itoa_buffered(buffer: usize, value: T): u32 {\n var sign: u32 = 0;\n if (isSigned()) {\n sign = u32(value < 0);\n if (sign) {\n value = changetype(-value);\n store(buffer, CharCode.MINUS);\n }\n }\n if (ASC_SHRINK_LEVEL <= 1) {\n if (isSigned()) {\n if (sizeof() <= 4) {\n if (value < 10) {\n store(buffer + (sign << 1), value | CharCode._0);\n return 1 + sign;\n }\n } else {\n if (value < 10) {\n store(buffer + (sign << 1), value | CharCode._0);\n return 1 + sign;\n }\n }\n } else {\n if (value < 10) {\n store(buffer, value | CharCode._0);\n return 1;\n }\n }\n }\n var decimals = sign;\n if (sizeof() <= 4) {\n decimals += decimalCount32(value);\n utoa32_dec_core(buffer, value, decimals);\n } else {\n if (value <= u32.MAX_VALUE) {\n let val32 = value;\n decimals += decimalCount32(val32);\n utoa32_dec_core(buffer, val32, decimals);\n } else {\n decimals += decimalCount64High(value);\n utoa64_dec_core(buffer, value, decimals);\n }\n }\n return decimals;\n}\n\nexport function dtoa_buffered(buffer: usize, value: f64): u32 {\n if (value == 0) {\n store(buffer, CharCode._0);\n store(buffer, CharCode.DOT, 2);\n store(buffer, CharCode._0, 4);\n return 3;\n }\n if (!isFinite(value)) {\n if (isNaN(value)) {\n store(buffer, CharCode.N);\n store(buffer, CharCode.a, 2);\n store(buffer, CharCode.N, 4);\n return 3;\n } else {\n let sign = value < 0;\n if (sign) {\n store(buffer, CharCode.MINUS); // -\n buffer += 2;\n }\n store(buffer, 0x690066006E0049, 0); // ifnI\n store(buffer, 0x7900740069006E, 8); // ytin\n return 8 + u32(sign);\n }\n }\n return dtoa_core(buffer, value);\n}\n","import { itoa32, utoa32, itoa64, utoa64, dtoa, itoa_buffered, dtoa_buffered, MAX_DOUBLE_LENGTH } from \"./number\";\nimport { ipow32 } from \"../math\";\n\n// All tables are stored as two staged lookup tables (static tries)\n// because the full range of Unicode symbols can't be efficiently\n// represented as-is in memory (see Unicode spec ch 5, p.196):\n// https://www.unicode.org/versions/Unicode12.0.0/ch05.pdf\n// Tables have been generated using these forked musl tools:\n// https://github.com/MaxGraey/musl-chartable-tools/tree/case-ignorable\n\n// Lookup table to check if a character is alphanumeric or not\n// See: https://git.musl-libc.org/cgit/musl/tree/src/ctype/alpha.h\n// size: 3904 bytes\n// @ts-ignore\n@inline @lazy const ALPHA_TABLE = memory.data([\n 18,17,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,17,34,35,36,17,37,38,39,40,\n 41,42,43,44,17,45,46,47,16,16,48,16,16,16,16,16,16,16,49,50,51,16,52,53,16,16,\n 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,54,\n 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,55,17,17,17,17,56,17,57,58,59,60,61,62,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,17,17,17,17,63,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,17,64,65,17,66,67,\n 68,69,70,71,72,73,74,17,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,\n 93,94,16,95,96,97,98,17,17,17,99,100,101,16,16,16,16,16,16,16,16,16,16,17,17,\n 17,17,102,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,17,17,103,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,17,17,104,105,16,16,106,107,17,17,17,17,17,17,17,17,17,17,17,17,17,\n 17,17,17,17,17,17,17,17,17,17,108,17,17,17,17,109,110,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 17,111,112,16,16,16,16,16,16,16,16,16,113,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,114,115,116,117,16,16,16,16,16,16,16,16,118,\n 119,120,16,16,16,16,16,121,122,16,16,16,16,123,16,16,124,16,16,16,16,16,16,16,\n 16,16,125,16,16,16,\n 16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,0,0,0,0,254,255,255,7,254,\n 255,255,7,0,0,0,0,0,4,32,4,255,255,127,255,255,255,127,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,195,255,3,0,31,80,0,0,0,0,0,0,0,0,0,0,32,0,0,0,0,0,223,188,64,215,255,255,\n 251,255,255,255,255,255,255,255,255,255,191,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,3,252,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,254,255,255,255,127,2,255,255,255,\n 255,255,1,0,0,0,0,255,191,182,0,255,255,255,135,7,0,0,0,255,7,255,255,255,255,\n 255,255,255,254,255,195,255,255,255,255,255,255,255,255,255,255,255,255,239,\n 31,254,225,255,\n 159,0,0,255,255,255,255,255,255,0,224,255,255,255,255,255,255,255,255,255,255,\n 255,255,3,0,255,255,255,255,255,7,48,4,255,255,255,252,255,31,0,0,255,255,255,\n 1,255,7,0,0,0,0,0,0,255,255,223,255,255,0,240,255,248,3,255,255,255,255,255,\n 255,255,255,255,239,255,223,225,255,207,255,254,255,239,159,249,255,255,253,\n 197,227,159,89,128,176,207,255,3,16,238,135,249,255,255,253,109,195,135,25,2,\n 94,192,255,63,0,238,191,251,255,255,253,237,227,191,27,1,0,207,255,0,30,238,\n 159,249,255,255,253,237,227,159,25,192,176,207,255,2,0,236,199,61,214,24,199,\n 255,195,199,29,129,0,192,255,0,0,239,223,253,255,255,253,255,227,223,29,96,7,\n 207,255,0,0,239,223,253,255,255,253,239,227,223,29,96,64,207,255,6,0,255,223,\n 253,255,255,255,255,231,223,93,240,128,207,255,0,252,238,255,127,252,255,255,\n 251,47,127,128,95,255,192,255,12,0,254,255,255,255,255,127,255,7,63,32,255,3,\n 0,0,0,0,214,247,255,255,175,255,255,59,95,32,255,243,0,0,0,\n 0,1,0,0,0,255,3,0,0,255,254,255,255,255,31,254,255,3,255,255,254,255,255,255,\n 31,0,0,0,0,0,0,0,0,255,255,255,255,255,255,127,249,255,3,255,255,255,255,255,\n 255,255,255,255,63,255,255,255,255,191,32,255,255,255,255,255,247,255,255,255,\n 255,255,255,255,255,255,61,127,61,255,255,255,255,255,61,255,255,255,255,61,\n 127,61,255,127,255,255,255,255,255,255,255,61,255,255,255,255,255,255,255,255,\n 7,0,0,0,0,255,255,0,0,255,255,255,255,255,255,255,255,255,255,63,63,254,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,159,255,255,254,255,255,7,255,255,255,255,255,255,255,255,\n 255,199,255,1,255,223,15,0,255,255,15,0,255,255,15,0,255,223,13,0,255,255,255,\n 255,255,255,207,255,255,1,128,16,255,3,0,0,0,0,255,3,255,255,255,255,255,255,\n 255,255,255,255,255,1,255,255,255,255,255,7,255,255,255,255,255,255,255,255,\n 63,\n 0,255,255,255,127,255,15,255,1,192,255,255,255,255,63,31,0,255,255,255,255,\n 255,15,255,255,255,3,255,3,0,0,0,0,255,255,255,15,255,255,255,255,255,255,255,\n 127,254,255,31,0,255,3,255,3,128,0,0,128,1,0,0,0,0,0,0,0,255,255,255,255,255,\n 255,239,255,239,15,255,3,0,0,0,0,255,255,255,255,255,243,255,255,255,255,255,\n 255,191,255,3,0,255,255,255,255,255,255,127,0,255,227,255,255,255,255,255,63,\n 255,1,255,255,255,255,255,231,0,0,0,0,0,222,111,4,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,\n 128,255,31,0,255,255,63,63,255,255,255,255,63,63,255,170,255,255,255,63,255,\n 255,255,255,255,255,223,95,220,31,207,15,255,31,220,31,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,2,128,0,0,255,31,0,0,0,0,0,0,0,0,0,0,0,0,132,252,47,62,80,189,255,243,\n 224,67,0,0,255,255,255,255,255,1,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,192,255,255,255,255,255,255,3,0,\n 0,255,255,255,255,255,127,255,255,255,255,255,127,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,31,120,12,0,255,255,255,255,191,32,255,\n 255,255,255,255,255,255,128,0,0,255,255,127,0,127,127,127,127,127,127,127,127,\n 255,255,255,255,0,0,0,0,0,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,224,0,0,0,254,3,62,31,254,255,255,255,255,255,255,255,255,255,127,224,254,\n 255,255,255,255,255,255,255,255,255,255,247,224,255,255,255,255,255,254,255,\n 255,255,255,255,255,255,255,255,255,127,0,0,255,255,255,255,0,0,0,0,0,0,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,\n 31,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,31,0,0,\n 0,0,0,0,0,0,255,255,255,255,255,63,255,31,255,255,255,15,0,0,255,255,255,255,\n 255,127,240,143,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,\n 0,128,255,252,255,255,255,255,255,255,255,255,255,255,255,255,249,255,255,255,\n 255,255,255,252,7,0,0,0,0,224,255,191,255,255,255,255,0,0,0,255,255,255,255,\n 255,255,15,0,255,255,255,255,255,255,255,255,47,0,255,3,0,0,252,232,255,255,\n 255,255,255,7,255,255,255,255,7,0,255,255,255,31,255,255,255,255,255,255,247,\n 255,0,128,255,3,255,255,255,127,255,255,255,255,255,255,127,0,255,63,255,3,\n 255,255,127,252,255,255,255,255,255,255,255,127,5,0,0,56,255,255,60,0,126,126,\n 126,0,127,127,255,255,255,255,255,247,255,3,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,7,255,3,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,15,0,255,255,127,248,255,255,255,255,\n 255,\n 15,255,255,255,255,255,255,255,255,255,255,255,255,255,63,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,3,0,0,0,0,127,0,248,224,255,253,127,95,219,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,3,0,0,0,248,255,255,255,\n 255,255,255,255,255,255,255,255,255,63,0,0,255,255,255,255,255,255,255,255,\n 252,255,255,255,255,255,255,0,0,0,0,0,255,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,223,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,31,0,0,255,3,\n 254,255,255,7,254,255,255,7,192,255,255,255,255,255,255,255,255,255,255,127,\n 252,252,252,28,0,0,0,0,255,239,255,255,127,255,255,183,255,63,255,63,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,7,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,31,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,255,255,255,31,255,255,255,255,255,255,1,0,0,0,0,\n 0,255,255,255,255,0,224,255,255,255,7,255,255,255,255,255,7,255,255,255,63,\n 255,255,255,255,15,255,62,0,0,0,0,0,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,63,255,3,255,255,255,255,15,255,255,255,\n 255,15,255,255,255,255,255,0,255,255,255,255,255,255,15,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,255,255,255,255,255,255,127,0,255,255,63,0,255,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,63,253,255,255,255,255,191,145,255,255,63,0,255,255,\n 127,0,255,255,255,127,0,0,0,0,0,0,0,0,255,255,55,0,255,255,63,0,255,255,255,3,\n 0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,192,0,0,0,0,0,0,0,0,111,240,239,\n 254,255,255,63,0,0,0,0,0,255,255,255,31,255,255,255,31,0,0,0,0,255,254,255,\n 255,31,0,0,0,255,255,255,255,255,255,63,0,255,255,63,0,255,255,7,0,255,255,3,\n 0,0,0,0,0,0,0,0,0,0,0,0,\n 0,255,255,255,255,255,255,255,255,255,1,0,0,0,0,0,0,255,255,255,255,255,255,7,\n 0,255,255,255,255,255,255,7,0,255,255,255,255,255,0,255,3,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,\n 255,27,3,0,0,0,0,0,0,0,0,0,255,255,255,31,128,0,255,255,63,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,255,255,31,0,0,0,255,255,127,0,255,255,255,255,255,255,255,255,63,0,0,\n 0,192,255,0,0,252,255,255,255,255,255,255,1,0,0,255,255,255,1,255,3,255,255,\n 255,255,255,255,199,255,240,0,255,255,255,255,71,0,255,255,255,255,255,255,\n 255,255,30,192,255,23,0,0,0,0,255,255,251,255,255,255,159,64,0,0,0,0,0,0,0,0,\n 127,189,255,191,255,1,255,255,255,255,255,255,255,1,255,3,239,159,249,255,255,\n 253,237,227,159,25,129,224,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,255,255,255,255,255,255,255,255,187,7,255,131,3,0,0,0,255,255,255,255,255,\n 255,255,255,179,0,255,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,\n 255,255,255,63,127,0,0,0,63,0,0,0,0,255,255,255,255,255,255,255,127,17,0,255,\n 3,0,0,0,0,255,255,255,255,255,255,63,1,255,3,0,0,0,0,0,0,255,255,255,231,255,\n 7,255,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,\n 255,255,1,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,3,0,128,\n 127,242,111,255,255,255,191,153,7,0,255,3,0,0,0,0,0,0,0,0,255,252,255,255,255,\n 255,255,252,26,0,0,0,255,255,255,255,255,255,231,127,0,0,255,255,255,255,255,\n 255,255,255,255,32,0,0,0,0,255,255,255,255,255,255,255,1,255,253,255,255,255,\n 255,127,127,1,0,255,3,0,0,252,255,255,255,252,255,255,254,127,0,0,0,0,0,0,0,0,\n 0,127,251,255,255,255,255,127,180,203,0,255,3,191,253,255,255,255,127,123,1,\n 255,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,255,255,127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,\n 0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,3,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,127,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,255,255,255,255,255,127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,255,255,255,255,255,255,255,255,127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,\n 0,255,255,255,255,255,255,255,1,255,255,255,127,255,3,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,63,0,0,255,255,255,255,255,255,0,0,15,0,255,3,248,255,255,224,255,\n 255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,\n 255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,135,\n 255,255,255,255,255,255,255,128,255,255,0,0,0,0,0,0,0,0,11,0,3,0,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,0,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,0,0,0,0,0,\n 255,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,\n 127,0,0,0,0,0,0,7,0,240,0,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,15,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,7,255,31,255,1,255,67,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,223,255,255,255,255,255,255,255,255,\n 223,100,222,255,235,239,255,255,255,255,255,255,255,191,231,223,223,255,255,\n 255,123,95,252,253,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,63,255,255,255,253,255,255,247,255,255,255,\n 247,255,255,223,255,255,255,223,255,255,127,255,255,255,127,255,255,255,253,\n 255,255,255,253,255,255,247,207,255,255,255,255,255,255,127,255,255,249,219,7,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,31,\n 128,63,255,67,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,15,255,\n 3,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,31,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,143,8,\n 255,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,239,255,255,255,150,254,247,10,\n 132,234,150,170,150,247,247,94,255,251,255,15,238,251,255,15,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,255,255,255,3,255,255,255,3,255,255,255,3,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,3\n]);\n\n// size: 1568 bytes (compressed to ~1380 bytes after binaryen)\n// @ts-ignore: decorator\n@lazy @inline const CASED = memory.data([\n 18,19,20,21,22,23,16,16,16,16,16,16,16,16,16,16,\n 24,16,16,25,16,16,16,16,16,16,16,16,26,27,17,28,\n 29,30,16,16,31,16,16,16,16,16,16,16,32,33,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,34,35,16,16,16,36,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,37,16,16,16,38,\n 16,16,16,16,39,16,16,16,16,16,16,16,40,16,16,16,\n 16,16,16,16,16,16,16,16,41,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,42,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,43,44,45,46,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,47,16,16,16,16,16,16,\n 16,48,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 0,0,0,0,0,0,0,0,254,255,255,7,254,255,255,7,0,0,0,0,0,4,32,4,\n 255,255,127,255,255,255,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,247,240,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,239,255,255,255,255,1,3,0,0,0,31,0,0,0,\n 0,0,0,0,0,0,0,0,32,0,0,0,0,0,207,188,64,215,255,255,251,255,255,255,\n 255,255,255,255,255,255,191,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 3,252,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,255,\n 255,255,127,0,255,255,255,255,255,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,\n 191,32,255,255,255,255,255,231,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,255,255,255,255,255,255,255,255,255,255,63,63,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,255,1,255,255,255,255,255,231,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 0,0,0,0,0,0,0,0,255,255,63,63,255,255,255,255,63,63,255,170,255,255,255,63,\n 255,255,255,255,255,255,223,95,220,31,207,15,255,31,220,31,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,2,128,0,0,255,31,0,0,0,0,0,0,0,0,0,0,0,0,\n 132,252,47,62,80,189,31,242,224,67,0,0,255,255,255,255,24,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,192,255,255,255,255,255,255,3,0,0,255,255,255,255,255,127,255,255,\n 255,255,255,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,31,120,12,0,\n 255,255,255,255,191,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,63,0,0,\n 255,255,255,63,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,252,255,255,255,\n 255,255,255,255,255,255,255,255,255,120,255,255,255,255,255,255,252,7,0,0,0,0,96,7,\n 0,0,0,0,0,0,255,255,255,255,255,247,255,1,255,255,255,255,255,255,255,255,255,255,\n 0,0,0,0,0,0,0,0,127,0,248,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,254,255,255,7,\n 254,255,255,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,0,0,0,0,0,0,0,0,0,0,0,0,255,255,\n 255,255,15,255,255,255,255,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,7,0,255,255,255,255,255,255,7,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,0,0,0,0,\n 0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,255,223,255,255,255,255,255,\n 255,255,255,223,100,222,255,235,239,255,255,255,255,255,255,255,191,231,223,223,255,255,255,123,\n 95,252,253,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,255,255,255,\n 253,255,255,247,255,255,255,247,255,255,223,255,255,255,223,255,255,127,255,255,255,127,255,255,\n 255,253,255,255,255,253,255,255,247,15,0,0,0,0,0,0,255,255,255,255,255,255,255,255,\n 15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,255,255,255,3,255,255,255,3,255,255,255,3,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0\n]);\n\n// size: 2976 bytes (compressed to ~2050 bytes after binaryen)\n// @ts-ignore: decorator\n@lazy @inline const CASE_IGNORABLES = memory.data([\n 18,16,19,20,21,22,23,24,25,26,27,28,29,30,31,32,\n 33,16,16,34,16,16,16,35,36,37,38,39,40,41,16,42,\n 43,16,16,16,16,16,16,16,16,16,16,16,44,45,46,16,\n 47,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 48,16,16,16,49,16,50,51,52,53,54,55,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,56,16,16,57,58,\n 16,59,60,61,16,16,16,16,16,16,62,16,16,63,64,65,\n 66,67,68,69,70,71,72,73,74,75,76,16,77,78,79,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,80,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,81,82,16,16,16,83,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,84,16,16,16,\n 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,\n 16,85,86,16,16,16,16,16,16,16,87,16,16,16,16,16,\n 88,89,90,16,16,16,16,16,91,92,16,16,16,16,16,16,\n 16,16,16,93,16,16,16,16,16,16,16,16,16,16,16,16,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 0,0,0,0,128,64,0,4,0,0,0,64,1,0,0,0,0,0,0,0,0,161,144,1,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,\n 255,255,255,255,255,255,48,4,176,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,248,3,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,130,0,0,0,0,\n 0,0,254,255,255,255,255,191,182,0,0,0,0,0,16,0,63,0,255,23,0,0,0,0,\n 1,248,255,255,0,0,1,0,0,0,0,0,0,0,0,0,0,0,192,191,255,61,0,0,\n 0,128,2,0,0,0,255,255,255,7,0,0,0,0,0,0,0,0,0,0,192,255,1,0,\n 0,0,0,0,0,248,63,36,0,0,192,255,255,63,0,0,0,0,0,14,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,248,255,255,255,255,255,7,0,0,0,0,0,0,20,\n 254,33,254,0,12,0,2,0,2,0,0,0,0,0,0,16,30,32,0,0,12,0,0,64,\n 6,0,0,0,0,0,0,16,134,57,2,0,0,0,35,0,6,0,0,0,0,0,0,16,\n 190,33,0,0,12,0,0,252,2,0,0,0,0,0,0,144,30,32,96,0,12,0,0,0,\n 4,0,0,0,0,0,0,0,1,32,0,0,0,0,0,0,17,0,0,0,0,0,0,192,\n 193,61,96,0,12,0,0,0,2,0,0,0,0,0,0,144,64,48,0,0,12,0,0,0,\n 3,0,0,0,0,0,0,24,30,32,0,0,12,0,0,0,2,0,0,0,0,0,0,0,\n 0,4,92,0,0,0,0,0,0,0,0,0,0,0,242,7,192,127,0,0,0,0,0,0,\n 0,0,0,0,0,0,242,31,64,63,0,0,0,0,0,0,0,0,0,3,0,0,160,2,\n 0,0,0,0,0,0,254,127,223,224,255,254,255,255,255,31,64,0,0,0,0,0,0,0,\n 0,0,0,0,0,224,253,102,0,0,0,195,1,0,30,0,100,32,0,32,0,0,0,0,\n 0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,224,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0,28,0,\n 0,0,12,0,0,0,12,0,0,0,0,0,0,0,176,63,64,254,143,32,0,0,0,0,\n 0,120,0,0,0,0,0,0,8,0,0,0,0,0,0,0,96,0,0,0,0,2,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,135,1,4,14,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,9,0,0,0,0,\n 0,0,64,127,229,31,248,159,0,0,0,0,128,0,255,255,1,0,0,0,0,0,0,0,\n 15,0,0,0,0,0,208,23,4,0,0,0,0,248,15,0,3,0,0,0,60,59,0,0,\n 0,0,0,0,64,163,3,0,0,0,0,0,0,240,207,0,0,0,0,0,0,0,0,63,\n 0,0,0,0,0,0,0,0,0,0,247,255,253,33,16,3,0,0,0,0,0,240,255,255,\n 255,255,255,255,255,7,0,1,0,0,0,248,255,255,255,255,255,255,255,255,255,255,255,251,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,160,\n 3,224,0,224,0,224,0,96,0,248,0,3,144,124,0,0,0,0,0,0,223,255,2,128,\n 0,0,255,31,0,0,0,0,0,0,255,255,255,255,1,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,48,0,0,0,0,0,0,0,0,0,0,0,0,0,128,3,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,128,0,128,0,0,0,0,0,0,0,0,\n 0,0,0,0,255,255,255,255,0,0,0,0,0,128,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,0,0,0,0,60,62,8,\n 0,0,0,0,0,0,0,0,0,0,0,126,0,0,0,0,0,0,0,0,0,0,0,112,\n 0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,63,0,16,0,0,0,0,0,0,\n 0,0,0,0,0,128,247,191,0,0,0,240,0,0,0,0,0,0,0,0,0,0,3,0,\n 255,255,255,255,3,0,0,0,0,0,0,0,0,0,1,0,0,7,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,3,68,8,0,0,96,16,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,48,0,0,0,255,255,3,128,0,0,0,0,192,63,0,0,\n 128,255,3,0,0,0,0,0,7,0,0,0,0,0,200,51,0,128,0,0,96,0,0,0,\n 0,0,0,0,0,126,102,0,8,16,0,0,0,0,1,16,0,0,0,0,0,0,157,193,\n 2,0,0,32,0,48,88,0,0,0,0,0,0,0,0,0,0,0,0,248,0,14,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,32,33,0,0,0,0,0,64,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,252,255,3,0,0,0,0,0,0,0,\n 255,255,8,0,255,255,0,0,0,0,36,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,128,128,64,0,4,0,0,0,64,1,0,0,0,0,0,1,0,\n 0,0,0,192,0,0,0,0,0,0,0,0,8,0,0,14,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,192,7,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,110,240,0,0,0,0,0,135,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,96,0,0,0,\n 0,0,0,0,240,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 192,255,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 2,0,0,0,0,0,0,255,127,0,0,0,0,0,0,128,3,0,0,0,0,0,120,38,\n 0,32,0,0,0,0,0,0,7,0,0,0,128,239,31,0,0,0,0,0,0,0,8,0,\n 3,0,0,0,0,0,192,127,0,158,0,0,0,0,0,0,0,0,0,0,0,128,211,64,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,248,7,0,0,\n 3,0,0,0,0,0,0,24,1,0,0,0,192,31,31,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,92,0,0,64,0,0,0,0,\n 0,0,0,0,0,0,248,133,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,60,176,1,0,0,48,0,0,0,0,\n 0,0,0,0,0,0,248,167,1,0,0,0,0,0,0,0,0,0,0,0,0,40,191,0,\n 0,0,0,0,0,0,0,0,0,0,0,224,188,15,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,255,6,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,88,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,240,12,1,0,0,0,254,7,0,0,0,0,248,121,128,0,126,14,0,0,0,0,\n 0,252,127,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,127,191,\n 0,0,0,0,0,0,0,0,0,0,252,255,255,252,109,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,126,180,191,0,0,0,0,0,0,0,0,0,163,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,0,0,0,0,0,0,0,255,1,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,31,0,0,0,0,0,0,0,127,0,15,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,128,0,0,0,0,0,0,0,128,255,255,0,0,0,0,0,0,0,0,27,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,96,15,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,3,248,255,\n 231,15,0,0,0,60,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 255,255,255,255,255,255,127,248,255,255,255,255,255,31,32,0,16,0,0,248,254,255,0,0,\n 0,0,0,0,0,0,0,0,127,255,255,249,219,7,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,63,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,240,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,127,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 240,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,\n 0,0,0,0,0,0,0,248\n]);\n\n// @ts-ignore: decorator\n@lazy @inline const LOWER127 = memory.data([\n 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,\n 16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,\n 32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,\n 48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,\n 64,\n 97,98,99,100,101,102,103,104,105,106,107,108,109,\n 110,111,112,113,114,115,116,117,118,119,120,121,122,\n 91,92,93,94,95,96,\n 97,98,99,100,101,102,103,104,105,106,107,108,109,\n 110,111,112,113,114,115,116,117,118,119,120,121,122,\n 123,124,125,126,127\n]);\n\n// @ts-ignore: decorator\n@lazy @inline const UPPER127 = memory.data([\n 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,\n 16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,\n 32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,\n 48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,\n 64,\n 65,66,67,68,69,70,71,72,73,74,75,76,77,\n 78,79,80,81,82,83,84,85,86,87,88,89,90,\n 91,92,93,94,95,96,\n 65,66,67,68,69,70,71,72,73,74,75,76,77,\n 78,79,80,81,82,83,84,85,86,87,88,89,90,\n 123,124,125,126,127\n]);\n\n// 23 * 8 = 184 bytes\n// @ts-ignore: decorator\n@lazy @inline const POWERS10 = memory.data([\n 1e00, 1e01, 1e02, 1e03, 1e04, 1e05, 1e06, 1e07, 1e08, 1e09,\n 1e10, 1e11, 1e12, 1e13, 1e14, 1e15, 1e16, 1e17, 1e18, 1e19,\n 1e20, 1e21, 1e22\n]);\n\n// @ts-ignore: decorator\n@inline\nexport const enum CharCode {\n PERCENT = 0x25,\n PLUS = 0x2B,\n MINUS = 0x2D,\n DOT = 0x2E,\n _0 = 0x30,\n _1 = 0x31,\n _2 = 0x32,\n _3 = 0x33,\n _4 = 0x34,\n _5 = 0x35,\n _6 = 0x36,\n _7 = 0x37,\n _8 = 0x38,\n _9 = 0x39,\n A = 0x41,\n B = 0x42,\n E = 0x45,\n I = 0x49,\n N = 0x4E,\n O = 0x4F,\n X = 0x58,\n Z = 0x5A,\n a = 0x61,\n b = 0x62,\n e = 0x65,\n n = 0x6E,\n o = 0x6F,\n u = 0x75,\n x = 0x78,\n z = 0x7A\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isAscii(c: u32): bool {\n return !(c >> 7);\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isLower8(c: u32): bool {\n return c - CharCode.a < 26;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isUpper8(c: u32): bool {\n return c - CharCode.A < 26;\n}\n\nexport function isSpace(c: u32): bool {\n if (c < 0x1680) { // < (1)\n // , , , , , and \n // (c == 0x20 || c == 0xA0) was optimized to (c | 0x80) == 0xA0\n // @ts-ignore: cast\n return ((c | 0x80) == 0xA0) | (c - 0x09 <= 0x0D - 0x09);\n }\n if (c - 0x2000 <= 0x200A - 0x2000) return true;\n switch (c) {\n case 0x1680: // (1)\n case 0x2028: // (2)\n case 0x2029: // \n case 0x202F: // \n case 0x205F: // \n case 0x3000: // \n case 0xFEFF: return true; // \n }\n return false;\n}\n\nexport function isAlpha(c: u32): bool {\n if (isAscii(c)) return (c | 32) - CharCode.a < 26;\n if (c < 0x20000) {\n // @ts-ignore: cast\n return stagedBinaryLookup(ALPHA_TABLE, c);\n }\n return c < 0x2FFFE;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isCased(c: u32): bool {\n // @ts-ignore: cast\n return c < 0x1F18A && stagedBinaryLookup(CASED, c);\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isCaseIgnorable(c: u32): bool {\n // @ts-ignore: cast\n return c < 0xE01F0 && stagedBinaryLookup(CASE_IGNORABLES, c);\n}\n\n// @ts-ignore: decorator\n@inline\nexport function isFinalSigma(buffer: usize, index: isize, len: isize): bool {\n const lookaheadLimit = 30; // max lookahead limit\n var found = false;\n var pos = index;\n var minPos = max(0, pos - lookaheadLimit);\n while (pos > minPos) {\n let c = codePointBefore(buffer, pos);\n if (!isCaseIgnorable(c)) {\n if (isCased(c)) {\n found = true;\n } else {\n return false;\n }\n }\n pos -= isize(c >= 0x10000) + 1;\n }\n if (!found) return false;\n pos = index + 1;\n var maxPos = min(pos + lookaheadLimit, len);\n while (pos < maxPos) {\n let c = load(buffer + (pos << 1));\n if (u32((c & 0xFC00) == 0xD800) & u32(pos + 1 != len)) {\n let c1 = load(buffer + (pos << 1), 2);\n if ((c1 & 0xFC00) == 0xDC00) {\n c = (c - 0xD800 << 10) + (c1 - 0xDC00) + 0x10000;\n }\n }\n if (!isCaseIgnorable(c)) {\n return !isCased(c);\n }\n pos += isize(c >= 0x10000) + 1;\n }\n return true;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction codePointBefore(buffer: usize, index: isize): i32 {\n if (index <= 0) return -1;\n var c = load(buffer + (index - 1 << 1));\n if (u32((c & 0xFC00) == 0xDC00) & u32(index - 2 >= 0)) {\n let c1 = load(buffer + (index - 2 << 1));\n if ((c1 & 0xFC00) == 0xD800) {\n return ((c1 & 0x3FF) << 10) + (c & 0x3FF) + 0x10000;\n }\n }\n return (c & 0xF800) == 0xD800 ? 0xFFFD : c;\n}\n\n// Search routine for two-staged lookup tables\nfunction stagedBinaryLookup(table: usize, c: u32): bool {\n return ((load(table + (load(table + (c >>> 8)) << 5) + ((c & 255) >> 3)) >>> (c & 7)) & 1);\n}\n\nexport function compareImpl(str1: string, index1: usize, str2: string, index2: usize, len: usize): i32 {\n var ptr1 = changetype(str1) + (index1 << 1);\n var ptr2 = changetype(str2) + (index2 << 1);\n if (ASC_SHRINK_LEVEL < 2) {\n if (len >= 4 && !((ptr1 & 7) | (ptr2 & 7))) {\n do {\n if (load(ptr1) != load(ptr2)) break;\n ptr1 += 8;\n ptr2 += 8;\n len -= 4;\n } while (len >= 4);\n }\n }\n while (len--) {\n let a = load(ptr1);\n let b = load(ptr2);\n if (a != b) return a - b;\n ptr1 += 2;\n ptr2 += 2;\n }\n return 0;\n}\n\n// @ts-ignore: decorator\n@inline\nexport function toLower8(c: u32): u32 {\n if (ASC_SHRINK_LEVEL > 0) {\n return c | u32(isUpper8(c)) << 5;\n } else {\n return load(LOWER127 + c);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nexport function toUpper8(c: u32): u32 {\n if (ASC_SHRINK_LEVEL > 0) {\n return c & ~(u32(isLower8(c)) << 5);\n } else {\n return load(UPPER127 + c);\n }\n}\n\n/** Parses a string to an integer (usually), using the specified radix. */\nexport function strtol(str: string, radix: i32 = 0): T {\n var len = str.length;\n if (!len) {\n if (isFloat()) {\n // @ts-ignore: cast\n return NaN;\n } else {\n // @ts-ignore: cast\n return 0;\n }\n }\n\n var ptr = changetype(str) /* + HEAD -> offset */;\n var code = load(ptr);\n\n // trim white spaces\n while (isSpace(code)) {\n code = load(ptr += 2);\n --len;\n }\n // determine sign\n // @ts-ignore\n var sign: T = 1;\n if (code == CharCode.MINUS || code == CharCode.PLUS) {\n if (!--len) {\n if (isFloat()) {\n // @ts-ignore: cast\n return NaN;\n } else {\n // @ts-ignore: cast\n return 0;\n }\n }\n if (code == CharCode.MINUS) {\n // @ts-ignore: type\n sign = -1;\n }\n code = load(ptr += 2);\n }\n\n // See https://tc39.es/ecma262/#sec-parseint-string-radix\n if (radix) {\n if (radix < 2 || radix > 36) {\n if (isFloat()) {\n // @ts-ignore: cast\n return NaN;\n } else {\n // @ts-ignore: cast\n return 0;\n }\n }\n // handle case as parseInt(\"0xFF\", 16) by spec\n if (radix == 16) {\n if (\n len > 2 &&\n code == CharCode._0 &&\n (load(ptr, 2) | 32) == CharCode.x\n ) {\n ptr += 4; len -= 2;\n }\n }\n } else {\n // determine radix by literal prefix\n if (code == CharCode._0 && len > 2) {\n switch (load(ptr, 2) | 32) {\n case CharCode.b: {\n ptr += 4; len -= 2;\n radix = 2;\n break;\n }\n case CharCode.o: {\n ptr += 4; len -= 2;\n radix = 8;\n break;\n }\n case CharCode.x: {\n ptr += 4; len -= 2;\n radix = 16;\n break;\n }\n }\n }\n if (!radix) radix = 10;\n }\n\n // calculate value\n // @ts-ignore: type\n var num: T = 0;\n while (len--) {\n code = load(ptr);\n if (code - CharCode._0 < 10) {\n code -= CharCode._0;\n } else if (code - CharCode.A <= (CharCode.Z - CharCode.A)) {\n code -= CharCode.A - 10;\n } else if (code - CharCode.a <= (CharCode.z - CharCode.a)) {\n code -= CharCode.a - 10;\n }\n if (code >= radix) {\n if (!num) {\n if (isFloat()) {\n // @ts-ignore: cast\n return NaN;\n } else {\n // @ts-ignore: cast\n return 0;\n }\n }\n break;\n }\n // @ts-ignore: type\n num = num * radix + code;\n ptr += 2;\n }\n // @ts-ignore: type\n return sign * num;\n}\n\nexport function strtod(str: string): f64 {\n var len = str.length;\n if (!len) return NaN;\n\n var ptr = changetype(str);\n var code = load(ptr);\n\n var sign = 1.0;\n // skip white spaces\n while (len && isSpace(code)) {\n code = load(ptr += 2);\n --len;\n }\n if (!len) return NaN;\n\n // try parse '-' or '+'\n if (code == CharCode.MINUS) {\n if (!--len) return NaN;\n code = load(ptr += 2);\n sign = -1;\n } else if (code == CharCode.PLUS) {\n if (!--len) return NaN;\n code = load(ptr += 2);\n }\n\n // try parse Infinity\n if (len >= 8 && code == CharCode.I) {\n if (\n load(ptr, 0) == 0x690066006E0049 && // ifnI\n load(ptr, 8) == 0x7900740069006E // ytin\n ) {\n return Infinity * sign;\n }\n return NaN;\n }\n // validate next symbol\n if (code != CharCode.DOT && (code - CharCode._0) >= 10) {\n return NaN;\n }\n var savedPtr = ptr;\n // skip zeros\n while (code == CharCode._0) {\n code = load(ptr += 2);\n --len;\n }\n if (len <= 0) return 0;\n const capacity = 19; // int(64 * 0.3010)\n var pointed = false;\n var consumed = 0;\n var position = 0;\n var x: u64 = 0;\n if (code == CharCode.DOT) {\n let noDigits = !(savedPtr - ptr);\n ptr += 2; --len;\n if (!len && noDigits) return NaN;\n for (pointed = true; (code = load(ptr)) == CharCode._0; --position, ptr += 2) --len;\n if (len <= 0) return 0;\n if (!position && noDigits && code - CharCode._0 >= 10) return NaN;\n }\n for (let digit = code - CharCode._0; digit < 10 || (code == CharCode.DOT && !pointed); digit = code - CharCode._0) {\n if (digit < 10) {\n x = consumed < capacity ? 10 * x + digit : x | u64(!!digit);\n ++consumed;\n } else {\n position = consumed;\n pointed = true;\n }\n if (!--len) break;\n code = load(ptr += 2);\n }\n\n if (!pointed) position = consumed;\n return copysign(scientific(x, position - min(capacity, consumed) + parseExp(ptr, len)), sign);\n}\n\nexport function joinBooleanArray(dataStart: usize, length: i32, separator: string): string {\n var lastIndex = length - 1;\n if (lastIndex < 0) return \"\";\n if (!lastIndex) return select(\"true\", \"false\", load(dataStart));\n\n var sepLen = separator.length;\n var valueLen = 5; // max possible length of element len(\"false\")\n var estLen = (valueLen + sepLen) * lastIndex + valueLen;\n var result = changetype(__new(estLen << 1, idof()));\n var offset = 0;\n var value: bool;\n for (let i = 0; i < lastIndex; ++i) {\n value = load(dataStart + i);\n valueLen = 4 + i32(!value);\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(select(\"true\", \"false\", value)),\n valueLen << 1\n );\n offset += valueLen;\n if (sepLen) {\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(separator),\n sepLen << 1\n );\n offset += sepLen;\n }\n }\n value = load(dataStart + lastIndex);\n valueLen = 4 + i32(!value);\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(select(\"true\", \"false\", value)),\n valueLen << 1\n );\n offset += valueLen;\n\n if (estLen > offset) return result.substring(0, offset);\n return result;\n}\n\nexport function joinIntegerArray(dataStart: usize, length: i32, separator: string): string {\n var lastIndex = length - 1;\n if (lastIndex < 0) return \"\";\n if (!lastIndex) {\n let value = load(dataStart);\n if (isSigned()) {\n if (sizeof() <= 4) {\n // @ts-ignore: type\n return changetype(itoa32(value, 10));\n } else {\n // @ts-ignore: type\n return changetype(itoa64(value, 10));\n }\n } else {\n if (sizeof() <= 4) {\n // @ts-ignore: type\n return changetype(utoa32(value, 10));\n } else {\n // @ts-ignore: type\n return changetype(utoa64(value, 10));\n }\n }\n }\n\n var sepLen = separator.length;\n const valueLen = (sizeof() <= 4 ? 10 : 20) + i32(isSigned());\n var estLen = (valueLen + sepLen) * lastIndex + valueLen;\n var result = changetype(__new(estLen << 1, idof()));\n var offset = 0;\n var value: T;\n for (let i = 0; i < lastIndex; ++i) {\n value = load(dataStart + (i << alignof()));\n // @ts-ignore: type\n offset += itoa_buffered(changetype(result) + (offset << 1), value);\n if (sepLen) {\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(separator),\n sepLen << 1\n );\n offset += sepLen;\n }\n }\n value = load(dataStart + (lastIndex << alignof()));\n // @ts-ignore: type\n offset += itoa_buffered(changetype(result) + (offset << 1), value);\n if (estLen > offset) return result.substring(0, offset);\n return result;\n}\n\nexport function joinFloatArray(dataStart: usize, length: i32, separator: string): string {\n var lastIndex = length - 1;\n if (lastIndex < 0) return \"\";\n if (!lastIndex) {\n return changetype(dtoa(\n // @ts-ignore: type\n load(dataStart))\n );\n }\n\n const valueLen = MAX_DOUBLE_LENGTH;\n var sepLen = separator.length;\n var estLen = (valueLen + sepLen) * lastIndex + valueLen;\n var result = changetype(__new(estLen << 1, idof()));\n var offset = 0;\n var value: T;\n for (let i = 0; i < lastIndex; ++i) {\n value = load(dataStart + (i << alignof()));\n // @ts-ignore: type\n offset += dtoa_buffered(changetype(result) + (offset << 1), value);\n if (sepLen) {\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(separator),\n sepLen << 1\n );\n offset += sepLen;\n }\n }\n value = load(dataStart + (lastIndex << alignof()));\n // @ts-ignore: type\n offset += dtoa_buffered(changetype(result) + (offset << 1), value);\n if (estLen > offset) return result.substring(0, offset);\n return result;\n}\n\nexport function joinStringArray(dataStart: usize, length: i32, separator: string): string {\n var lastIndex = length - 1;\n if (lastIndex < 0) return \"\";\n if (!lastIndex) {\n // @ts-ignore: type\n return load(dataStart) || \"\";\n }\n var estLen = 0;\n var value: string;\n for (let i = 0; i < length; ++i) {\n value = load(dataStart + (i << alignof()));\n // @ts-ignore: type\n if (value !== null) estLen += value.length;\n }\n var offset = 0;\n var sepLen = separator.length;\n var result = changetype(__new((estLen + sepLen * lastIndex) << 1, idof()));\n for (let i = 0; i < lastIndex; ++i) {\n value = load(dataStart + (i << alignof()));\n if (value !== null) {\n let valueLen = value.length;\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(value),\n valueLen << 1\n );\n offset += valueLen;\n }\n if (sepLen) {\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(separator),\n sepLen << 1\n );\n offset += sepLen;\n }\n }\n value = load(dataStart + (lastIndex << alignof()));\n if (value !== null) {\n memory.copy(\n changetype(result) + (offset << 1),\n changetype(value),\n value.length << 1\n );\n }\n return result;\n}\n\nexport function joinReferenceArray(dataStart: usize, length: i32, separator: string): string {\n var lastIndex = length - 1;\n if (lastIndex < 0) return \"\";\n var value: T;\n if (!lastIndex) {\n value = load(dataStart);\n // @ts-ignore: type\n return value !== null ? value.toString() : \"\";\n }\n var result = \"\";\n var sepLen = separator.length;\n for (let i = 0; i < lastIndex; ++i) {\n value = load(dataStart + (i << alignof()));\n // @ts-ignore: type\n if (value !== null) result += value.toString();\n if (sepLen) result += separator;\n }\n value = load(dataStart + (lastIndex << alignof()));\n // @ts-ignore: type\n if (value !== null) result += value.toString();\n return result;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction scientific(significand: u64, exp: i32): f64 {\n if (!significand || exp < -342) return 0;\n if (exp > 308) return Infinity;\n // Try use fast path\n // Use fast path for string-to-double conversion if possible\n // see http://www.exploringbinary.com/fast-path-decimal-to-floating-point-conversion\n // Simple integer\n var significandf = significand;\n if (!exp) return significandf;\n if (exp > 22 && exp <= 22 + 15) {\n significandf *= pow10(exp - 22);\n exp = 22;\n }\n if (significand <= 9007199254740991 && abs(exp) <= 22) {\n if (exp > 0) return significandf * pow10(exp);\n return significandf / pow10(-exp);\n } else if (exp < 0) {\n return scaledown(significand, exp);\n } else {\n return scaleup(significand, exp);\n }\n}\n\n// Adopted from metallic lib:\n// https://github.com/jdh8/metallic/blob/master/src/stdlib/parse/scientific.h\n// @ts-ignore: decorator\n@inline\nfunction scaledown(significand: u64, exp: i32): f64 {\n const denom: u64 = 6103515625; // 1e14 * 0x1p-14\n const scale = reinterpret(0x3F06849B86A12B9B); // 1e-14 * 0x1p32\n\n var shift = clz(significand);\n significand <<= shift;\n shift = exp - shift;\n\n for (; exp <= -14; exp += 14) {\n let q = significand / denom;\n let r = significand % denom;\n let s = clz(q);\n significand = (q << s) + nearest(scale * (r << (s - 18)));\n shift -= s;\n }\n var b = ipow32(5, -exp);\n var q = significand / b;\n var r = significand % b;\n var s = clz(q);\n significand = (q << s) + (reinterpret(reinterpret(r) + (s << 52)) / b);\n shift -= s;\n\n return NativeMath.scalbn(significand, shift);\n}\n\n// Adopted from metallic lib:\n// https://github.com/jdh8/metallic/blob/master/src/stdlib/parse/scientific.h\n// @ts-ignore: decorator\n@inline\nfunction scaleup(significand: u64, exp: i32): f64 {\n const coeff: u32 = 1220703125; // 1e13 * 0x1p-13;\n var shift = ctz(significand);\n significand >>= shift;\n shift += exp;\n\n __fixmulShift = shift;\n for (; exp >= 13; exp -= 13) {\n significand = fixmul(significand, coeff);\n }\n significand = fixmul(significand, ipow32(5, exp));\n shift = __fixmulShift;\n return NativeMath.scalbn(significand, shift);\n}\n\n// Adopted from metallic lib:\n// https://github.com/jdh8/metallic/blob/master/src/stdlib/parse/scientific.h\n// @ts-ignore: decorator\n@inline\nfunction parseExp(ptr: usize, len: i32): i32 {\n var sign = 1, magnitude = 0;\n var code = load(ptr);\n // check code is 'e' or 'E'\n if ((code | 32) != CharCode.e) return 0;\n\n if (!--len) return 0;\n code = load(ptr += 2);\n if (code == CharCode.MINUS) {\n if (!--len) return 0;\n code = load(ptr += 2);\n sign = -1;\n } else if (code == CharCode.PLUS) {\n if (!--len) return 0;\n code = load(ptr += 2);\n }\n // skip zeros\n while (code == CharCode._0) {\n if (!--len) return 0;\n code = load(ptr += 2);\n }\n for (let digit: u32 = code - CharCode._0; len && digit < 10; digit = code - CharCode._0) {\n if (magnitude >= 3200) return sign * 3200;\n magnitude = 10 * magnitude + digit;\n code = load(ptr += 2);\n --len;\n }\n return sign * magnitude;\n}\n\n// @ts-ignore: decorator\n@lazy var __fixmulShift: u64 = 0;\n\n// Adopted from metallic lib:\n// https://github.com/jdh8/metallic/blob/master/src/stdlib/parse/scientific.h\n// @ts-ignore: decorator\n@inline\nfunction fixmul(a: u64, b: u32): u64 {\n var low = (a & 0xFFFFFFFF) * b;\n var high = (a >> 32) * b + (low >> 32);\n var overflow = (high >> 32);\n var space = clz(overflow);\n var revspace: u64 = 32 - space;\n __fixmulShift += revspace;\n return (high << space | (low & 0xFFFFFFFF) >> revspace) + (low << space >> 31 & 1);\n}\n\n// @ts-ignore: decorator\n@inline\nfunction pow10(n: i32): f64 {\n // argument `n` should bounds in [0, 22] range\n return load(POWERS10 + (n << alignof()));\n}\n","/// \n\nimport { BLOCK_MAXSIZE } from \"./rt/common\";\nimport { COMPARATOR, SORT } from \"./util/sort\";\nimport { joinBooleanArray, joinIntegerArray, joinFloatArray, joinStringArray, joinReferenceArray } from \"./util/string\";\nimport { idof, isArray as builtin_isArray } from \"./builtins\";\nimport { E_INDEXOUTOFRANGE, E_INVALIDLENGTH, E_ILLEGALGENTYPE, E_EMPTYARRAY, E_HOLEYARRAY } from \"./util/error\";\n\n// @ts-ignore: decorator\n@inline @lazy const MIN_SIZE: usize = 8;\n\n/** Ensures that the given array has _at least_ the specified backing size. */\nfunction ensureCapacity(array: usize, newSize: usize, alignLog2: u32, canGrow: bool = true): void {\n // Depends on the fact that Arrays mimic ArrayBufferView\n var oldCapacity = changetype(array).byteLength;\n if (newSize > oldCapacity >>> alignLog2) {\n if (newSize > BLOCK_MAXSIZE >>> alignLog2) throw new RangeError(E_INVALIDLENGTH);\n let oldData = changetype(changetype(array).buffer);\n // Grows old capacity by factor of two.\n // Make sure we don't reach BLOCK_MAXSIZE for new growed capacity.\n let newCapacity = max(newSize, MIN_SIZE) << alignLog2;\n if (canGrow) newCapacity = max(min(oldCapacity << 1, BLOCK_MAXSIZE), newCapacity);\n let newData = __renew(oldData, newCapacity);\n memory.fill(newData + oldCapacity, 0, newCapacity - oldCapacity);\n if (newData !== oldData) { // oldData has been free'd\n store(array, newData, offsetof(\"buffer\"));\n store(array, newData, offsetof(\"dataStart\"));\n __link(array, changetype(newData), false);\n }\n store(array, newCapacity, offsetof(\"byteLength\"));\n }\n}\n\nexport class Array {\n [key: number]: T;\n\n // Mimicking ArrayBufferView isn't strictly necessary here but is done to allow glue code\n // to work with typed and normal arrays interchangeably. Technically, normal arrays do not need\n // `dataStart` (equals `buffer`) and `byteLength` (equals computed `buffer.byteLength`), but the\n // block is 16 bytes anyway so it's fine to have a couple extra fields in there.\n\n private buffer: ArrayBuffer;\n @unsafe readonly dataStart: usize;\n private byteLength: i32; // Uses here as capacity\n\n // Also note that Array with non-nullable T must guard against uninitialized null values\n // whenever an element is accessed. Otherwise, the compiler wouldn't be able to guarantee\n // type-safety anymore. For lack of a better word, such an array is \"holey\".\n\n private length_: i32;\n\n static isArray(value: U): bool {\n return isReference() ? builtin_isArray(value) && value !== null : false;\n }\n\n static create(capacity: i32 = 0): Array {\n WARNING(\"'Array.create' is deprecated. Use 'new Array' instead, making sure initial elements are initialized.\");\n var array = new Array(capacity);\n array.length = 0;\n return array;\n }\n\n constructor(length: i32 = 0) {\n if (length > BLOCK_MAXSIZE >>> alignof()) throw new RangeError(E_INVALIDLENGTH);\n // reserve capacity for at least MIN_SIZE elements\n var bufferSize = max(length, MIN_SIZE) << alignof();\n var buffer = changetype(__new(bufferSize, idof()));\n memory.fill(changetype(buffer), 0, bufferSize);\n this.buffer = buffer; // links\n this.dataStart = changetype(buffer);\n this.byteLength = bufferSize;\n this.length_ = length;\n }\n\n get length(): i32 {\n return this.length_;\n }\n\n set length(newLength: i32) {\n ensureCapacity(changetype(this), newLength, alignof(), false);\n this.length_ = newLength;\n }\n\n every(fn: (value: T, index: i32, array: Array) => bool): bool {\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n if (!fn(load(this.dataStart + (index << alignof())), index, this)) return false;\n }\n return true;\n }\n\n findIndex(predicate: (value: T, index: i32, array: Array) => bool): i32 {\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n if (predicate(load(this.dataStart + (index << alignof())), index, this)) return index;\n }\n return -1;\n }\n\n @operator(\"[]\") private __get(index: i32): T {\n if (index >= this.length_) throw new RangeError(E_INDEXOUTOFRANGE);\n var value = load(this.dataStart + (index << alignof()));\n if (isReference()) {\n if (!isNullable()) {\n if (!changetype(value)) throw new Error(E_HOLEYARRAY);\n }\n }\n return value;\n }\n\n @unsafe @operator(\"{}\") private __uget(index: i32): T {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\") private __set(index: i32, value: T): void {\n if (index >= this.length_) {\n if (index < 0) throw new RangeError(E_INDEXOUTOFRANGE);\n ensureCapacity(changetype(this), index + 1, alignof());\n this.length_ = index + 1;\n }\n this.__uset(index, value);\n }\n\n @unsafe @operator(\"{}=\") private __uset(index: i32, value: T): void {\n store(this.dataStart + (index << alignof()), value);\n if (isManaged()) {\n __link(changetype(this), changetype(value), true);\n }\n }\n\n at(index: i32): T {\n var len = this.length_;\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n var value = load(this.dataStart + (index << alignof()));\n if (isReference()) {\n if (!isNullable()) {\n if (!changetype(value)) throw new Error(E_HOLEYARRAY);\n }\n }\n return value;\n }\n\n fill(value: T, start: i32 = 0, end: i32 = i32.MAX_VALUE): this {\n var dataStart = this.dataStart;\n var length = this.length_;\n start = start < 0 ? max(length + start, 0) : min(start, length);\n end = end < 0 ? max(length + end, 0) : min(end, length);\n if (isManaged()) {\n for (; start < end; ++start) {\n store(dataStart + (start << alignof()), changetype(value));\n __link(changetype(this), changetype(value), true);\n }\n } else if (sizeof() == 1) {\n if (start < end) {\n memory.fill(\n dataStart + start,\n u8(value),\n (end - start)\n );\n }\n } else {\n for (; start < end; ++start) {\n store(dataStart + (start << alignof()), value);\n }\n }\n return this;\n }\n\n includes(value: T, fromIndex: i32 = 0): bool {\n if (isFloat()) {\n let length = this.length_;\n if (length == 0 || fromIndex >= length) return false;\n if (fromIndex < 0) fromIndex = max(length + fromIndex, 0);\n let dataStart = this.dataStart;\n while (fromIndex < length) {\n let elem = load(dataStart + (fromIndex << alignof()));\n // @ts-ignore\n if (elem == value || isNaN(elem) & isNaN(value)) return true;\n ++fromIndex;\n }\n return false;\n } else {\n return this.indexOf(value, fromIndex) >= 0;\n }\n }\n\n indexOf(value: T, fromIndex: i32 = 0): i32 {\n var length = this.length_;\n if (length == 0 || fromIndex >= length) return -1;\n if (fromIndex < 0) fromIndex = max(length + fromIndex, 0);\n var dataStart = this.dataStart;\n while (fromIndex < length) {\n if (load(dataStart + (fromIndex << alignof())) == value) return fromIndex;\n ++fromIndex;\n }\n return -1;\n }\n\n lastIndexOf(value: T, fromIndex: i32 = this.length_): i32 {\n var length = this.length_;\n if (length == 0) return -1;\n if (fromIndex < 0) fromIndex = length + fromIndex;\n else if (fromIndex >= length) fromIndex = length - 1;\n var dataStart = this.dataStart;\n while (fromIndex >= 0) {\n if (load(dataStart + (fromIndex << alignof())) == value) return fromIndex;\n --fromIndex;\n }\n return -1;\n }\n\n push(value: T): i32 {\n var length = this.length_;\n var newLength = length + 1;\n ensureCapacity(changetype(this), newLength, alignof());\n if (isManaged()) {\n store(this.dataStart + (length << alignof()), changetype(value));\n __link(changetype(this), changetype(value), true);\n } else {\n store(this.dataStart + (length << alignof()), value);\n }\n this.length_ = newLength;\n return newLength;\n }\n\n concat(other: Array): Array {\n var thisLen = this.length_;\n var otherLen = select(0, other.length_, other === null);\n var outLen = thisLen + otherLen;\n if (outLen > BLOCK_MAXSIZE >>> alignof()) throw new Error(E_INVALIDLENGTH);\n var out = changetype>(__newArray(outLen, alignof(), idof>()));\n var outStart = out.dataStart;\n var thisSize = thisLen << alignof();\n if (isManaged()) {\n let thisStart = this.dataStart;\n for (let offset: usize = 0; offset < thisSize; offset += sizeof()) {\n let ref = load(thisStart + offset);\n store(outStart + offset, ref);\n __link(changetype(out), ref, true);\n }\n outStart += thisSize;\n let otherStart = other.dataStart;\n let otherSize = otherLen << alignof();\n for (let offset: usize = 0; offset < otherSize; offset += sizeof()) {\n let ref = load(otherStart + offset);\n store(outStart + offset, ref);\n __link(changetype(out), ref, true);\n }\n } else {\n memory.copy(outStart, this.dataStart, thisSize);\n memory.copy(outStart + thisSize, other.dataStart, otherLen << alignof());\n }\n return out;\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): this {\n var dataStart = this.dataStart;\n var len = this.length_;\n\n end = min(end, len);\n\n var to = target < 0 ? max(len + target, 0) : min(target, len);\n var from = start < 0 ? max(len + start, 0) : min(start, len);\n var last = end < 0 ? max(len + end, 0) : min(end, len);\n var count = min(last - from, len - to);\n\n memory.copy( // is memmove\n dataStart + (to << alignof()),\n dataStart + (from << alignof()),\n count << alignof()\n );\n return this;\n }\n\n pop(): T {\n var length = this.length_;\n if (length < 1) throw new RangeError(E_EMPTYARRAY);\n var element = load(this.dataStart + ((--length) << alignof()));\n this.length_ = length;\n return element;\n }\n\n forEach(fn: (value: T, index: i32, array: Array) => void): void {\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n fn(load(this.dataStart + (index << alignof())), index, this);\n }\n }\n\n map(fn: (value: T, index: i32, array: Array) => U): Array {\n var length = this.length_;\n var out = changetype>(__newArray(length, alignof(), idof>()));\n var outStart = out.dataStart;\n for (let index = 0; index < min(length, this.length_); ++index) {\n let result = fn(load(this.dataStart + (index << alignof())), index, this);\n store(outStart + (index << alignof()), result);\n if (isManaged()) {\n __link(changetype(out), changetype(result), true);\n }\n }\n return out;\n }\n\n filter(fn: (value: T, index: i32, array: Array) => bool): Array {\n var result = changetype>(__newArray(0, alignof(), idof>()));\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n let value = load(this.dataStart + (index << alignof()));\n if (fn(value, index, this)) result.push(value);\n }\n return result;\n }\n\n reduce(\n fn: (previousValue: U, currentValue: T, currentIndex: i32, array: Array) => U,\n initialValue: U\n ): U {\n var accum = initialValue;\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n accum = fn(accum, load(this.dataStart + (index << alignof())), index, this);\n }\n return accum;\n }\n\n reduceRight(\n fn: (previousValue: U, currentValue: T, currentIndex: i32, array: Array) => U,\n initialValue: U\n ): U {\n var accum = initialValue;\n for (let index = this.length_ - 1; index >= 0; --index) {\n accum = fn(accum, load(this.dataStart + (index << alignof())), index, this);\n }\n return accum;\n }\n\n shift(): T {\n var length = this.length_;\n if (length < 1) throw new RangeError(E_EMPTYARRAY);\n var base = this.dataStart;\n var element = load(base);\n var lastIndex = length - 1;\n memory.copy(\n base,\n base + sizeof(),\n lastIndex << alignof()\n );\n if (isReference()) {\n store(base + (lastIndex << alignof()), 0);\n } else {\n // @ts-ignore\n store(base + (lastIndex << alignof()), 0);\n }\n this.length_ = lastIndex;\n return element;\n }\n\n some(fn: (value: T, index: i32, array: Array) => bool): bool {\n for (let index = 0, length = this.length_; index < min(length, this.length_); ++index) {\n if (fn(load(this.dataStart + (index << alignof())), index, this)) return true;\n }\n return false;\n }\n\n unshift(value: T): i32 {\n var newLength = this.length_ + 1;\n ensureCapacity(changetype(this), newLength, alignof());\n var dataStart = this.dataStart;\n memory.copy(\n dataStart + sizeof(),\n dataStart,\n (newLength - 1) << alignof()\n );\n store(dataStart, value);\n if (isManaged()) {\n __link(changetype(this), changetype(value), true);\n }\n this.length_ = newLength;\n return newLength;\n }\n\n slice(start: i32 = 0, end: i32 = i32.MAX_VALUE): Array {\n var length = this.length_;\n start = start < 0 ? max(start + length, 0) : min(start, length);\n end = end < 0 ? max(end + length, 0) : min(end , length);\n length = max(end - start, 0);\n var slice = changetype>(__newArray(length, alignof(), idof>()));\n var sliceBase = slice.dataStart;\n var thisBase = this.dataStart + (start << alignof());\n if (isManaged()) {\n let off = 0;\n let end = length << alignof();\n while (off < end) {\n let ref = load(thisBase + off);\n store(sliceBase + off, ref);\n __link(changetype(slice), ref, true);\n off += sizeof();\n }\n } else {\n memory.copy(sliceBase, thisBase, length << alignof());\n }\n return slice;\n }\n\n splice(start: i32, deleteCount: i32 = i32.MAX_VALUE): Array {\n var length = this.length_;\n start = start < 0 ? max(length + start, 0) : min(start, length);\n deleteCount = max(min(deleteCount, length - start), 0);\n var result = changetype>(__newArray(deleteCount, alignof(), idof>()));\n var resultStart = result.dataStart;\n var thisStart = this.dataStart;\n var thisBase = thisStart + (start << alignof());\n memory.copy(\n resultStart,\n thisBase,\n deleteCount << alignof()\n );\n var offset = start + deleteCount;\n if (length != offset) {\n memory.copy(\n thisBase,\n thisStart + (offset << alignof()),\n (length - offset) << alignof()\n );\n }\n this.length_ = length - deleteCount;\n return result;\n }\n\n reverse(): Array {\n var length = this.length_;\n if (length) {\n let front = this.dataStart;\n let back = this.dataStart + ((length - 1) << alignof());\n while (front < back) {\n let temp = load(front);\n store(front, load(back));\n store(back, temp);\n front += sizeof();\n back -= sizeof();\n }\n }\n return this;\n }\n\n sort(comparator: (a: T, b: T) => i32 = COMPARATOR()): this {\n var length = this.length_;\n if (length <= 1) return this;\n var base = this.dataStart;\n if (length == 2) {\n let a: T = load(base, sizeof()); // a = arr[1]\n let b: T = load(base); // b = arr[0]\n if (comparator(a, b) < 0) {\n store(base, b, sizeof()); // arr[1] = b;\n store(base, a); // arr[0] = a;\n }\n return this;\n }\n SORT(base, length, comparator);\n return this;\n }\n\n join(separator: string = \",\"): string {\n var dataStart = this.dataStart;\n var length = this.length_;\n if (isBoolean()) return joinBooleanArray(dataStart, length, separator);\n if (isInteger()) return joinIntegerArray(dataStart, length, separator);\n if (isFloat()) return joinFloatArray(dataStart, length, separator);\n\n if (ASC_SHRINK_LEVEL < 1) {\n if (isString()) return joinStringArray(dataStart, length, separator);\n }\n // For rest objects and arrays use general join routine\n if (isReference()) return joinReferenceArray(dataStart, length, separator);\n ERROR(\"unspported element type\");\n return unreachable();\n }\n\n flat(): T {\n if (!isArray()) {\n throw new TypeError(E_ILLEGALGENTYPE);\n }\n // Get the length and data start values\n var length = this.length_;\n var selfDataStart = this.dataStart;\n\n // calculate the end size with an initial pass\n var size = 0;\n for (let i = 0; i < length; i++) {\n let child = load(selfDataStart + (i << alignof()));\n size += child == 0 ? 0 : load(child, offsetof(\"length_\"));\n }\n\n // calculate the byteLength of the resulting backing ArrayBuffer\n var byteLength = size << usize(alignof>());\n var outBuffer = changetype(__new(byteLength, idof()));\n\n // create the return value and initialize it\n var outArray = changetype(__new(offsetof(), idof()));\n store(changetype(outArray), size, offsetof(\"length_\"));\n\n // byteLength, dataStart, and buffer are all readonly\n store(changetype(outArray), byteLength, offsetof(\"byteLength\"));\n store(changetype(outArray), changetype(outBuffer), offsetof(\"dataStart\"));\n store(changetype(outArray), changetype(outBuffer), offsetof(\"buffer\"));\n __link(changetype(outArray), changetype(outBuffer), false);\n\n // set the elements\n var resultOffset: usize = 0;\n for (let i = 0; i < length; i++) { // for each child\n let child = load(selfDataStart + (i << alignof()));\n\n // ignore null arrays\n if (child == 0) continue;\n\n // copy the underlying buffer data to the result buffer\n let childDataLength = load(child, offsetof(\"byteLength\"));\n memory.copy(\n changetype(outBuffer) + resultOffset,\n load(child, offsetof(\"dataStart\")),\n childDataLength\n );\n\n // advance the result length\n resultOffset += childDataLength;\n }\n\n // if the `valueof` type is managed, we must link each reference\n if (isManaged>()) {\n for (let i = 0; i < size; i++) {\n let ref = load(changetype(outBuffer) + (i << usize(alignof>())));\n __link(changetype(outBuffer), ref, true);\n }\n }\n\n return outArray;\n }\n\n toString(): string {\n return this.join();\n }\n\n // RT integration\n\n @unsafe private __visit(cookie: u32): void {\n if (isManaged()) {\n let cur = this.dataStart;\n let end = cur + (this.length_ << alignof());\n while (cur < end) {\n let val = load(cur);\n if (val) __visit(val, cookie);\n cur += sizeof();\n }\n }\n __visit(changetype(this.buffer), cookie);\n }\n}\n","import SomaSolver from \"./SomaSolver\";\nimport VoxelSpace from \"./VoxelSpace\";\n\n\nexport function solve(polycubes: Array, dimX: i32, dimY: i32, dimZ: i32): Int64Array[] {\n const solver = new SomaSolver(dimX, dimY, dimZ);\n const voxelSpaces = new Array();\n for (let i = 0; i < polycubes.length; i++) {\n voxelSpaces.push(new VoxelSpace(i, dimX, dimY, dimZ, polycubes[i], true));\n }\n solver.solve(voxelSpaces);\n const solutions = solver.getSolutions();\n let output: Int64Array[] = new Array();\n for (let i = 0; i < solutions.length; i++) {\n const pieces = solutions[i].getPieces();\n output.push(new Int64Array(pieces.length));\n for (let j = 0; j < pieces.length; j++) {\n output[i][j] = pieces[j].getRaw();\n }\n }\n return output;\n}","import VoxelSpace from \"./VoxelSpace\";\n\nexport default class SomaSolution {\n private solutionSpaces: VoxelSpace[];\n private dimX: i32;\n private dimY: i32;\n private dimZ: i32;\n\n constructor(dimX: i32, dimY: i32, dimZ: i32) {\n this.dimX = dimX;\n this.dimY = dimY;\n this.dimZ = dimZ;\n this.solutionSpaces = [];\n }\n\n static filterUnique(solutions: SomaSolution[]): SomaSolution[] {\n const uniqueSolns = new Array();\n if (solutions.length == 0) {\n return uniqueSolns;\n }\n uniqueSolns.push(solutions[0]);\n for (let iSoln = 0; iSoln < solutions.length; iSoln++) {\n const rots = solutions[iSoln].getRotations();\n let foundMatch = false;\n for (let iRot = 0; iRot < rots.length; iRot++) {\n let end = uniqueSolns.length;\n for (let i = 0; i < end; i++) {\n if (rots[iRot].matches(uniqueSolns[i])) {\n foundMatch = true;\n }\n }\n }\n if (!foundMatch) {\n uniqueSolns.push(solutions[iSoln]);\n }\n }\n return uniqueSolns;\n }\n\n getRotations(): SomaSolution[] {\n const result: SomaSolution[] = new Array();\n if (this.solutionSpaces.length == 0) {\n return result;\n }\n const allRots: VoxelSpace[][] = this.solutionSpaces.map(space => space.getAllRotations());\n for (let i = 0; i < allRots[0].length; i++) {\n const solnRot = new SomaSolution(this.dimX, this.dimY, this.dimZ);\n for (let j = 0; j < allRots.length; j++) {\n solnRot.addSpace(allRots[j][i]);\n }\n result.push(solnRot);\n }\n return result;\n }\n\n matches(solution: SomaSolution): boolean {\n for (let i = 0; i < this.solutionSpaces.length; i++) {\n if (!this.solutionSpaces[i].matches(solution.solutionSpaces[i])) {\n return false;\n }\n }\n return true;\n }\n\n addSpace(space: VoxelSpace): void {\n this.solutionSpaces.push(space);\n }\n\n at(x: i32, y: i32, z: i32): i32 {\n for (let i = 0; i < this.solutionSpaces.length; i++) {\n if (this.solutionSpaces[i].at(x, y, z)) {\n return this.solutionSpaces[i].getId();\n }\n }\n return 0;\n }\n\n clone(): SomaSolution {\n const clone = new SomaSolution(this.dimX, this.dimY, this.dimZ);\n clone.solutionSpaces = this.solutionSpaces.slice(0, this.solutionSpaces.length);\n return clone;\n }\n\n getPieces(): VoxelSpace[] {\n return this.solutionSpaces;\n }\n}","type auto = i32;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isInteger(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isFloat(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isBoolean(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isSigned(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isReference(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isString(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isArray(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isArrayLike(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isFunction(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isNullable(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isDefined(expression: auto): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isConstant(expression: auto): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isManaged(value?: T): bool;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isVoid(): bool;\n\n// @ts-ignore\n@builtin\nexport declare function lengthof(func?: T): i32;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function clz(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function ctz(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function popcnt(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function rotl(value: T, shift: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function rotr(value: T, shift: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function abs(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function max(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function min(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function ceil(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function floor(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function copysign(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function nearest(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function reinterpret(value: number): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function sqrt(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function trunc(value: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function add(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function sub(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function mul(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function div(left: T, right: T): T;\n\n// @ts-ignore: decorator\n@unsafe @builtin\nexport declare function load(ptr: usize, immOffset?: usize, immAlign?: usize): T;\n\n// @ts-ignore: decorator\n@unsafe @builtin\nexport declare function store(ptr: usize, value: auto, immOffset?: usize, immAlign?: usize): void;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function sizeof(): usize; // | u32 / u64\n\n// @ts-ignore: decorator\n@builtin\nexport declare function alignof(): usize; // | u32 / u64\n\n// @ts-ignore: decorator\n@builtin\nexport declare function offsetof(fieldName?: string): usize; // | u32 / u64\n\n// @ts-ignore: decorator\n@builtin\nexport declare function idof(): u32;\n\n// @ts-ignore\n@builtin\nexport declare function nameof(): string;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function select(ifTrue: T, ifFalse: T, condition: bool): T;\n\n// @ts-ignore: decorator\n@unsafe @builtin\nexport declare function unreachable(): void;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function changetype(value: auto): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function assert(isTrueish: T, message?: string): T;\n\n// @ts-ignore: decorator\n@unsafe @builtin\nexport declare function unchecked(expr: T): T;\n\n// @ts-ignore: decorator\n@unsafe @builtin\nexport declare function call_indirect(index: u32, ...args: auto[]): T;\n\n// @ts-ignore: decorator\n@builtin\nexport declare function instantiate(...args: auto[]): T;\n\nexport namespace atomic {\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load(ptr: usize, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: T, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg(ptr: usize, value: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg(ptr: usize, expected: T, replacement: T, immOffset?: usize): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function wait(ptr: usize, expected: T, timeout: i64): AtomicWaitResult;\n\n // @ts-ignore: decorator\n @builtin\n export declare function notify(ptr: usize, count: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function fence(): void;\n}\n\n// @ts-ignore: decorator\n@lazy\nexport const enum AtomicWaitResult {\n OK = 0,\n NOT_EQUAL = 1,\n TIMED_OUT = 2\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i8(value: auto): i8;\n\nexport namespace i8 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: i8 = -128;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: i8 = 127;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i16(value: auto): i16;\n\nexport namespace i16 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: i16 = -32768;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: i16 = 32767;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i32(value: auto): i32;\n\nexport namespace i32 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: i32 = -2147483648;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: i32 = 2147483647;\n\n // @ts-ignore: decorator\n @builtin\n export declare function clz(value: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ctz(value: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function popcnt(value: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(left: i32, right:i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(left: i32, right:i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(left: i32, right:i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div_s(left: i32, right:i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div_u(left: i32, right:i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function rotl(value: i32, shift: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function rotr(value: i32, shift: i32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function reinterpret_f32(value: f32): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_s(ptr: usize, immOffset?: usize, immAlign?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_u(ptr: usize, immOffset?: usize, immAlign?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_s(ptr: usize, immOffset?: usize, immAlign?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_u(ptr: usize, immOffset?: usize, immAlign?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize, immAlign?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store8(ptr: usize, value: i32, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store16(ptr: usize, value: i32, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: i32, immOffset?: usize, immAlign?: usize): void;\n\n export namespace atomic {\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_u(ptr: usize, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_u(ptr: usize, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store8(ptr: usize, value: i32, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store16(ptr: usize, value: i32, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: i32, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function wait(ptr: usize, expected: i32, timeout: i64): AtomicWaitResult;\n\n export namespace rmw8 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg_u(ptr: usize, expected: i32, replacement: i32, immOffset?: usize): i32;\n }\n\n export namespace rmw16 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg_u(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg_u(ptr: usize, expected: i32, replacement: i32, immOffset?: usize): i32;\n }\n\n export namespace rmw {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg(ptr: usize, value: i32, immOffset?: usize): i32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg(ptr: usize, expected: i32, replacement: i32, immOffset?: usize): i32;\n }\n }\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i64(value: auto): i64;\n\nexport namespace i64 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: i64 = -9223372036854775808;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: i64 = 9223372036854775807;\n\n // @ts-ignore: decorator\n @builtin\n export declare function clz(value: i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ctz(value: i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(left: i64, right:i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(left: i64, right:i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(left: i64, right:i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div_s(left: i64, right:i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div_u(left: i64, right:i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_s(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_u(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_s(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_u(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load32_s(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load32_u(ptr: usize, immOffset?: usize, immAlign?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function popcnt(value: i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function rotl(value: i64, shift: i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function rotr(value: i64, shift: i64): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function reinterpret_f64(value: f64): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store8(ptr: usize, value: i64, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store16(ptr: usize, value: i64, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store32(ptr: usize, value: i64, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: i64, immOffset?: usize, immAlign?: usize): void;\n\n export namespace atomic {\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8_u(ptr: usize, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16_u(ptr: usize, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load32_u(ptr: usize, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store8(ptr: usize, value: i64, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store16(ptr: usize, value: i64, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store32(ptr: usize, value: i64, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: i64, immOffset?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function wait(ptr: usize, expected: i64, timeout: i64): AtomicWaitResult;\n\n export namespace rmw8 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg_u(ptr: usize, expected: i64, replacement: i64, immOffset?: usize): i64;\n }\n\n export namespace rmw16 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg_u(ptr: usize, expected: i64, replacement: i64, immOffset?: usize): i64;\n }\n\n export namespace rmw32 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg_u(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg_u(ptr: usize, expected: i64, replacement: i64, immOffset?: usize): i64;\n }\n\n export namespace rmw {\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function xchg(ptr: usize, value: i64, immOffset?: usize): i64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function cmpxchg(ptr: usize, expected: i64, replacement: i64, immOffset?: usize): i64;\n }\n }\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function isize(value: auto): isize;\n\nexport namespace isize {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: isize = sizeof() == sizeof()\n ? -2147483648\n : -9223372036854775808;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: isize = sizeof() == sizeof()\n ? 2147483647\n : 9223372036854775807;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function u8(value: auto): u8;\n\nexport namespace u8 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: u8 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: u8 = 255;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function u16(value: auto): u16;\n\nexport namespace u16 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: u16 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: u16 = 65535;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function u32(value: auto): u32;\n\nexport namespace u32 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: u32 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: u32 = 4294967295;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function u64(value: auto): u64;\n\nexport namespace u64 {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: u64 = 0;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: u64 = 18446744073709551615;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function usize(value: auto): usize;\n\nexport namespace usize {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: usize = 0;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: usize = sizeof() == sizeof()\n ? 4294967295\n : 18446744073709551615;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function bool(value: auto): bool;\n\nexport namespace bool {\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE: bool = false;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE: bool = true;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function f32(value: auto): f32;\n\nexport namespace f32 {\n\n // @ts-ignore: decorator\n @lazy\n export const EPSILON = reinterpret(0x34000000); // 0x1p-23f\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE = reinterpret(0x00000001); // 0x0.000001p+0f\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE = reinterpret(0x7F7FFFFF); // 0x1.fffffep+127f\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_NORMAL_VALUE = reinterpret(0x00800000); // 0x1p-126f\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_SAFE_INTEGER: f32 = -16777215;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_SAFE_INTEGER: f32 = 16777215;\n\n // @ts-ignore: decorator\n @lazy\n export const POSITIVE_INFINITY: f32 = Infinity;\n\n // @ts-ignore: decorator\n @lazy\n export const NEGATIVE_INFINITY: f32 = -Infinity;\n\n // @ts-ignore: decorator\n @lazy\n export const NaN: f32 = 0.0 / 0.0;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(value: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ceil(value: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function copysign(x: f32, y: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function floor(value: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize, immAlign?: usize): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max(left: f32, right: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min(left: f32, right: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function nearest(value: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function reinterpret_i32(value: i32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sqrt(value: f32): f32;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: f32, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc(value: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(left: f32, right: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(left: f32, right: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(left: f32, right: f32): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div(left: f32, right: f32): f32;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function f64(value: auto): f64;\n\nexport namespace f64 {\n\n // @ts-ignore: decorator\n @lazy\n export const EPSILON = reinterpret(0x3CB0000000000000); // 0x1p-52\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_VALUE = reinterpret(0x0000000000000001); // 0x0.0000000000001p+0\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_VALUE = reinterpret(0x7FEFFFFFFFFFFFFF); // 0x1.fffffffffffffp+1023\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_NORMAL_VALUE = reinterpret(0x0010000000000000); // 0x1p-1022\n\n // @ts-ignore: decorator\n @lazy\n export const MIN_SAFE_INTEGER: f64 = -9007199254740991;\n\n // @ts-ignore: decorator\n @lazy\n export const MAX_SAFE_INTEGER: f64 = 9007199254740991;\n\n // @ts-ignore: decorator\n @lazy\n export const POSITIVE_INFINITY: f64 = Infinity;\n\n // @ts-ignore: decorator\n @lazy\n export const NEGATIVE_INFINITY: f64 = -Infinity;\n\n // @ts-ignore: decorator\n @lazy\n export const NaN: f64 = 0.0 / 0.0;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(value: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ceil(value: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function copysign(x: f64, y: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function floor(value: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load(ptr: usize, immOffset?: usize, immAlign?: usize): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max(left: f64, right: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min(left: f64, right: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function nearest(value: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function reinterpret_i64(value: i64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sqrt(value: f64): f64;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: f64, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc(value: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(left: f64, right: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(left: f64, right: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(left: f64, right: f64): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div(left: f64, right: f64): f64;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function v128(\n a: i8, b: i8, c: i8, d: i8, e: i8, f: i8, g: i8, h: i8,\n i: i8, j: i8, k: i8, l: i8, m: i8, n: i8, o: i8, p: i8\n): v128;\n\nexport namespace v128 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: T): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane(x: v128, idx: u8): T;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: T): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shuffle(a: v128, b: v128, ...lanes: u8[]): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function swizzle(a: v128, s: v128): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load(ptr: usize, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load_ext(ptr: usize, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load_zero(ptr: usize, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load_lane(ptr: usize, vec: v128, idx: u8, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store_lane(ptr: usize, vec: v128, idx: u8, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8x8_s(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load8x8_u(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16x4_s(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load16x4_u(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load32x2_s(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function load32x2_u(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load_splat(ptr: usize, immOffset?: usize, immAlign?: usize): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load8_splat(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load16_splat(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load32_splat(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load64_splat(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load32_zero(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load64_zero(ptr: usize, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load8_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load16_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load32_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function load64_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store8_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store16_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store32_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store64_lane(ptr: usize, vec: v128, idx: u8, immOffset?: u32, immAlign?: u32): v128;\n\n // @ts-ignore: decorator\n @unsafe @builtin\n export declare function store(ptr: usize, value: v128, immOffset?: usize, immAlign?: usize): void;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div(a: v128, b: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_sat(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_sat(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shl(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function and(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function or(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function xor(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function andnot(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function not(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitselect(v1: v128, v2: v128, c: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function any_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function all_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitmask(a: v128): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function popcnt(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmin(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmax(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function dot(a: v128, b: v128): v128; // i16 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function avgr(a: v128, b: v128): v128; // u8, u16 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function sqrt(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function ceil(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function floor(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function nearest(a: v128): v128; // f32, f64 only\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert_low(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat_zero(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function narrow(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extadd_pairwise(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function demote_zero(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function promote_low(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function q15mulr_sat(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high(a: v128, b: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i8x16(\n a: i8, b: i8, c: i8, d: i8, e: i8, f: i8, g: i8, h: i8,\n i: i8, j: i8, k: i8, l: i8, m: i8, n: i8, o: i8, p: i8\n): v128;\n\nexport namespace i8x16 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: i8): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane_s(x: v128, idx: u8): i8;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane_u(x: v128, idx: u8): u8;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: i8): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function avgr_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_sat_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_sat_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_sat_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_sat_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shl(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_s(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_u(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function all_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitmask(a: v128): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function popcnt(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function narrow_i16x8_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function narrow_i16x8_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shuffle(\n a: v128, b: v128,\n l0: u8, l1: u8, l2: u8, l3: u8, l4: u8, l5: u8, l6: u8, l7: u8,\n l8: u8, l9: u8, l10: u8, l11: u8, l12: u8, l13: u8, l14: u8, l15: u8\n ): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function swizzle(a: v128, s: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i16x8(a: i16, b: i16, c: i16, d: i16, e: i16, f: i16, g: i16, h: i16): v128;\n\nexport namespace i16x8 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: i16): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane_s(x: v128, idx: u8): i16;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane_u(x: v128, idx: u8): u16;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: i16): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function avgr_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_sat_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add_sat_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_sat_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub_sat_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shl(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_s(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_u(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function all_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitmask(a: v128): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function narrow_i32x4_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function narrow_i32x4_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i8x16_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i8x16_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i8x16_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i8x16_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extadd_pairwise_i8x16_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extadd_pairwise_i8x16_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function q15mulr_sat_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i8x16_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i8x16_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i8x16_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i8x16_u(a: v128, b: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i32x4(a: i32, b: i32, c: i32, d: i32): v128;\n\nexport namespace i32x4 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane(x: v128, idx: u8): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function dot_i16x8_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shl(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_s(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_u(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function all_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitmask(a: v128): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat_f32x4_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat_f32x4_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat_f64x2_s_zero(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc_sat_f64x2_u_zero(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i16x8_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i16x8_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i16x8_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i16x8_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extadd_pairwise_i16x8_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extadd_pairwise_i16x8_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i16x8_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i16x8_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i16x8_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i16x8_u(a: v128, b: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function i64x2(a: i64, b: i64): v128;\n\nexport namespace i64x2 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: i64): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane(x: v128, idx: u8): i64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: i64): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shl(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_s(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function shr_u(a: v128, b: i32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function all_true(a: v128): bool;\n\n // @ts-ignore: decorator\n @builtin\n export declare function bitmask(a: v128): i32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i32x4_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_low_i32x4_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i32x4_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extend_high_i32x4_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i32x4_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_low_i32x4_u(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i32x4_s(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extmul_high_i32x4_u(a: v128, b: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function f32x4(a: f32, b: f32, c: f32, d: f32): v128;\n\nexport namespace f32x4 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: f32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane(x: v128, idx: u8): f32;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: f32): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmin(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmax(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sqrt(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ceil(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function floor(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function nearest(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert_i32x4_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert_i32x4_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function demote_f64x2_zero(a: v128): v128;\n}\n\n// @ts-ignore: decorator\n@builtin\nexport declare function f64x2(a: f64, b: f64): v128;\n\nexport namespace f64x2 {\n\n // @ts-ignore: decorator\n @builtin\n export declare function splat(x: f64): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function extract_lane(x: v128, idx: u8): f64;\n\n // @ts-ignore: decorator\n @builtin\n export declare function replace_lane(x: v128, idx: u8, value: f64): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function add(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sub(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function mul(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function div(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function neg(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function min(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function max(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmin(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function pmax(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function abs(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function sqrt(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ceil(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function floor(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function trunc(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function nearest(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function eq(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ne(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function lt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function le(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function gt(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function ge(a: v128, b: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert_low_i32x4_s(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function convert_low_i32x4_u(a: v128): v128;\n\n // @ts-ignore: decorator\n @builtin\n export declare function promote_low_f32x4(a: v128): v128;\n}\n\n@final\nexport abstract class i31 { // FIXME: usage of 'new' requires a class :(\n\n // @ts-ignore: decorator\n @builtin\n static new(value: i32): i31ref { return unreachable(); }\n\n // @ts-ignore: decorator\n @builtin\n static get(i31expr: i31ref): i32 { return unreachable(); }\n}\n\n/* eslint-disable @typescript-eslint/no-unused-vars */\n\n// @ts-ignore: decorator\n@external(\"env\", \"abort\")\ndeclare function abort(\n message?: string | null,\n fileName?: string | null,\n lineNumber?: u32,\n columnNumber?: u32\n): void;\n\n// @ts-ignore: decorator\n@external(\"env\", \"trace\")\ndeclare function trace(\n message: string,\n n?: i32,\n a0?: f64,\n a1?: f64,\n a2?: f64,\n a3?: f64,\n a4?: f64\n): void;\n\n// @ts-ignore: decorator\n@external(\"env\", \"seed\")\ndeclare function seed(): f64;\n\n/* eslint-enable @typescript-eslint/no-unused-vars */\n","/// \n\nimport { OBJECT, BLOCK_MAXSIZE, TOTAL_OVERHEAD } from \"./rt/common\";\nimport { idof } from \"./builtins\";\nimport { E_INVALIDLENGTH } from \"./util/error\";\n\nexport abstract class ArrayBufferView {\n\n readonly buffer: ArrayBuffer;\n @unsafe readonly dataStart: usize;\n readonly byteLength: i32;\n\n get byteOffset(): i32 {\n return (this.dataStart - changetype(this.buffer));\n }\n\n protected constructor(length: i32, alignLog2: i32) {\n if (length > BLOCK_MAXSIZE >>> alignLog2) throw new RangeError(E_INVALIDLENGTH);\n var buffer = changetype(__new(length = length << alignLog2, idof()));\n memory.fill(changetype(buffer), 0, length);\n this.buffer = buffer; // links\n this.dataStart = changetype(buffer);\n this.byteLength = length;\n }\n}\n\n@final export class ArrayBuffer {\n\n static isView(value: T): bool {\n if (isNullable()) {\n if (value === null) return false;\n }\n if (value instanceof Int8Array) return true;\n if (value instanceof Uint8Array) return true;\n if (value instanceof Uint8ClampedArray) return true;\n if (value instanceof Int16Array) return true;\n if (value instanceof Uint16Array) return true;\n if (value instanceof Int32Array) return true;\n if (value instanceof Uint32Array) return true;\n if (value instanceof Int64Array) return true;\n if (value instanceof Uint64Array) return true;\n if (value instanceof Float32Array) return true;\n if (value instanceof Float64Array) return true;\n if (value instanceof DataView) return true;\n return false;\n }\n\n constructor(length: i32) {\n if (length > BLOCK_MAXSIZE) throw new RangeError(E_INVALIDLENGTH);\n var buffer = changetype(__new(length, idof()));\n memory.fill(changetype(buffer), 0, length);\n return buffer;\n }\n\n get byteLength(): i32 {\n return changetype(changetype(this) - TOTAL_OVERHEAD).rtSize;\n }\n\n slice(begin: i32 = 0, end: i32 = BLOCK_MAXSIZE): ArrayBuffer {\n var length = this.byteLength;\n begin = begin < 0 ? max(length + begin, 0) : min(begin, length);\n end = end < 0 ? max(length + end , 0) : min(end , length);\n var outSize = max(end - begin, 0);\n var out = changetype(__new(outSize, idof()));\n memory.copy(changetype(out), changetype(this) + begin, outSize);\n return out;\n }\n\n toString(): string {\n return \"[object ArrayBuffer]\";\n }\n}\n","import { COMPARATOR, SORT as SORT_IMPL } from \"./util/sort\";\nimport { E_INDEXOUTOFRANGE, E_INVALIDLENGTH, E_NOTIMPLEMENTED } from \"./util/error\";\nimport { joinIntegerArray, joinFloatArray } from \"./util/string\";\nimport { idof } from \"./builtins\";\nimport { ArrayBufferView } from \"./arraybuffer\";\n\nexport class Int8Array extends ArrayBufferView {\n [key: number]: i8;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength;\n }\n\n @operator(\"[]\")\n private __get(index: i32): i8 {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): i8 {\n return load(this.dataStart + index);\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: native): void {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + index, value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: native): void {\n store(this.dataStart + index, value);\n }\n\n at(index: i32): i8 {\n var len = this.byteLength;\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n includes(searchElement: i8, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: i8, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: i8, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: i32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Int8Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: i8, b: i8) => i32 = COMPARATOR()): Int8Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int8Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int8Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Int8Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: i8, index: i32, array: Int8Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: i8, index: i32, array: Int8Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: i8, index: i32, self: Int8Array) => i8): Int8Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: i8, index: i32, self: Int8Array) => bool): Int8Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: i8, index: i32, self: Int8Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: i8, index: i32, self: Int8Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: i8, index: i32, self: Int8Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: i8, index: i32, self: Int8Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n toString(): string {\n return this.join();\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Int8Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Uint8Array extends ArrayBufferView {\n [key: number]: u8;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength;\n }\n\n @operator(\"[]\")\n private __get(index: i32): u8 {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): u8 {\n return load(this.dataStart + index);\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: native): void {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + index, value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: native): void {\n store(this.dataStart + index, value);\n }\n\n at(index: i32): u8 {\n var len = this.byteLength;\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n includes(searchElement: u8, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: u8, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: u8, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: u32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: u8, b: u8) => i32 = COMPARATOR()): Uint8Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Uint8Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: u8, index: i32, array: Uint8Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: u8, index: i32, array: Uint8Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: u8, index: i32, self: Uint8Array) => u8): Uint8Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: u8, index: i32, self: Uint8Array) => bool): Uint8Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: u8, index: i32, self: Uint8Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: u8, index: i32, self: Uint8Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: u8, index: i32, self: Uint8Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: u8, index: i32, self: Uint8Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Uint8Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Uint8ClampedArray extends ArrayBufferView {\n [key: number]: u8;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength;\n }\n\n @operator(\"[]\")\n private __get(index: i32): u8 {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): u8 {\n return load(this.dataStart + index);\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: native): void {\n if (index >= this.byteLength) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + index, ~(value >> 31) & (((255 - value) >> 31) | value));\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: native): void {\n store(this.dataStart + index, ~(value >> 31) & (((255 - value) >> 31) | value));\n }\n\n at(index: i32): u8 {\n var len = this.byteLength;\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + index);\n }\n\n includes(searchElement: u8, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: u8, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: u8, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: u32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8ClampedArray {\n return FILL(this, value, start, end);\n }\n\n sort(fn: (a: u8, b: u8) => i32 = COMPARATOR()): Uint8ClampedArray {\n return SORT(this, fn);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8ClampedArray {\n return SLICE(this, begin, end);\n }\n\n subarray(start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint8ClampedArray {\n return SUBARRAY(this, start, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Uint8ClampedArray {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: u8, index: i32, array: Uint8ClampedArray) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: u8, index: i32, array: Uint8ClampedArray) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: u8, index: i32, self: Uint8ClampedArray) => u8): Uint8ClampedArray {\n return MAP(this, fn);\n }\n\n filter(fn: (value: u8, index: i32, self: Uint8ClampedArray) => bool): Uint8ClampedArray {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: u8, index: i32, self: Uint8ClampedArray) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: u8, index: i32, self: Uint8ClampedArray) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: u8, index: i32, self: Uint8ClampedArray) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: u8, index: i32, self: Uint8ClampedArray) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Uint8ClampedArray {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Int16Array extends ArrayBufferView {\n [key: number]: i16;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): i16 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): i16 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: native): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: native): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): i16 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: i16, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: i16, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: i16, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: i32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Int16Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: i16, b: i16) => i32 = COMPARATOR()): Int16Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int16Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int16Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Int16Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: i16, index: i32, array: Int16Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: i16, index: i32, array: Int16Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: i16, index: i32, self: Int16Array) => i16): Int16Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: i16, index: i32, self: Int16Array) => bool): Int16Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: i16, index: i32, self: Int16Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: i16, index: i32, self: Int16Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: i16, index: i32, self: Int16Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: i16, index: i32, self: Int16Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Int16Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Uint16Array extends ArrayBufferView {\n [key: number]: u16;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): u16 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): u16 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: native): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: native): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): u16 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: u16, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: u16, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: u16, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: u32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint16Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: u16, b: u16) => i32 = COMPARATOR()): Uint16Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint16Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint16Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Uint16Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: u16, index: i32, array: Uint16Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: u16, index: i32, array: Uint16Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: u16, index: i32, self: Uint16Array) => u16): Uint16Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: u16, index: i32, self: Uint16Array) => bool): Uint16Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: u16, index: i32, self: Uint16Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: u16, index: i32, self: Uint16Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: u16, index: i32, self: Uint16Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: u16, index: i32, self: Uint16Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Uint16Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Int32Array extends ArrayBufferView {\n [key: number]: i32;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): i32 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): i32 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: i32): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: i32): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): i32 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: i32, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: i32, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: i32, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: i32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Int32Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: i32, b: i32) => i32 = COMPARATOR()): Int32Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int32Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int32Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Int32Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: i32, index: i32, array: Int32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: i32, index: i32, array: Int32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: i32, index: i32, self: Int32Array) => i32): Int32Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: i32, index: i32, self: Int32Array) => bool): Int32Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: i32, index: i32, self: Int32Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: i32, index: i32, self: Int32Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: i32, index: i32, self: Int32Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: i32, index: i32, self: Int32Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Int32Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Uint32Array extends ArrayBufferView {\n [key: number]: u32;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): u32 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): u32 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: u32): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: u32): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): u32 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: u32, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: u32, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: u32, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: u32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint32Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: u32, b: u32) => i32 = COMPARATOR()): Uint32Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint32Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint32Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Uint32Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: u32, index: i32, array: Uint32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: u32, index: i32, array: Uint32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: u32, index: i32, self: Uint32Array) => u32): Uint32Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: u32, index: i32, self: Uint32Array) => bool): Uint32Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: u32, index: i32, self: Uint32Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: u32, index: i32, self: Uint32Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: u32, index: i32, self: Uint32Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: u32, index: i32, self: Uint32Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Uint32Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Int64Array extends ArrayBufferView {\n [key: number]: i64;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): i64 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): i64 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: i64): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: i64): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): i64 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: i64, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: i64, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: i64, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: i64, start: i32 = 0, end: i32 = i32.MAX_VALUE): Int64Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: i64, b: i64) => i32 = COMPARATOR()): Int64Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int64Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Int64Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Int64Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: i64, index: i32, array: Int64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: i64, index: i32, array: Int64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: i64, index: i32, self: Int64Array) => i64): Int64Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: i64, index: i32, self: Int64Array) => bool): Int64Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: i64, index: i32, self: Int64Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: i64, index: i32, self: Int64Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: i64, index: i32, self: Int64Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: i64, index: i32, self: Int64Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Int64Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Uint64Array extends ArrayBufferView {\n [key: number]: u64;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): u64 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): u64 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: u64): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: u64): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): u64 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: u64, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: u64, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: u64, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: u64, start: i32 = 0, end: i32 = i32.MAX_VALUE): Uint64Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: u64, b: u64) => i32 = COMPARATOR()): Uint64Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint64Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Uint64Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Uint64Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: u64, index: i32, array: Uint64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: u64, index: i32, array: Uint64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: u64, index: i32, self: Uint64Array) => u64): Uint64Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: u64, index: i32, self: Uint64Array) => bool): Uint64Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: u64, index: i32, self: Uint64Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: u64, index: i32, self: Uint64Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: u64, index: i32, self: Uint64Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: u64, index: i32, self: Uint64Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinIntegerArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Uint64Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Float32Array extends ArrayBufferView {\n [key: number]: f32;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): f32 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): f32 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: f32): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: f32): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): f32 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: f32, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: f32, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: f32, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: f32, start: i32 = 0, end: i32 = i32.MAX_VALUE): Float32Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: f32, b: f32) => i32 = COMPARATOR()): Float32Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Float32Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Float32Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Float32Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: f32, index: i32, array: Float32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: f32, index: i32, array: Float32Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: f32, index: i32, self: Float32Array) => f32): Float32Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: f32, index: i32, self: Float32Array) => bool): Float32Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: f32, index: i32, self: Float32Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: f32, index: i32, self: Float32Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: f32, index: i32, self: Float32Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: f32, index: i32, self: Float32Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinFloatArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Float32Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\nexport class Float64Array extends ArrayBufferView {\n [key: number]: f64;\n\n // @ts-ignore: decorator\n @lazy\n static readonly BYTES_PER_ELEMENT: i32 = sizeof();\n\n constructor(length: i32) {\n super(length, alignof());\n }\n\n get length(): i32 {\n return this.byteLength >>> alignof();\n }\n\n @operator(\"[]\")\n private __get(index: i32): f64 {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n @unsafe @operator(\"{}\")\n private __uget(index: i32): f64 {\n return load(this.dataStart + (index << alignof()));\n }\n\n @operator(\"[]=\")\n private __set(index: i32, value: f64): void {\n if (index >= this.byteLength >>> alignof()) throw new RangeError(E_INDEXOUTOFRANGE);\n store(this.dataStart + (index << alignof()), value);\n }\n\n @unsafe @operator(\"{}=\")\n private __uset(index: i32, value: f64): void {\n store(this.dataStart + (index << alignof()), value);\n }\n\n at(index: i32): f64 {\n var len = this.byteLength >>> alignof();\n index += select(0, len, index >= 0);\n if (index >= len) throw new RangeError(E_INDEXOUTOFRANGE);\n return load(this.dataStart + (index << alignof()));\n }\n\n includes(searchElement: f64, fromIndex: i32 = 0): bool {\n return INCLUDES(this, searchElement, fromIndex);\n }\n\n indexOf(searchElement: f64, fromIndex: i32 = 0): i32 {\n return INDEX_OF(this, searchElement, fromIndex);\n }\n\n lastIndexOf(searchElement: f64, fromIndex: i32 = this.length): i32 {\n return LAST_INDEX_OF(this, searchElement, fromIndex);\n }\n\n fill(value: f64, start: i32 = 0, end: i32 = i32.MAX_VALUE): Float64Array {\n return FILL(this, value, start, end);\n }\n\n sort(comparator: (a: f64, b: f64) => i32 = COMPARATOR()): Float64Array {\n return SORT(this, comparator);\n }\n\n slice(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Float64Array {\n return SLICE(this, begin, end);\n }\n\n subarray(begin: i32 = 0, end: i32 = i32.MAX_VALUE): Float64Array {\n return SUBARRAY(this, begin, end);\n }\n\n copyWithin(target: i32, start: i32, end: i32 = i32.MAX_VALUE): Float64Array {\n return COPY_WITHIN(this, target, start, end);\n }\n\n reduce(\n fn: (accumulator: T, value: f64, index: i32, array: Float64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE(this, fn, initialValue);\n }\n\n reduceRight(\n fn: (accumulator: T, value: f64, index: i32, array: Float64Array) => T,\n initialValue: T,\n ): T {\n return REDUCE_RIGHT(this, fn, initialValue);\n }\n\n map(fn: (value: f64, index: i32, self: Float64Array) => f64): Float64Array {\n return MAP(this, fn);\n }\n\n filter(fn: (value: f64, index: i32, self: Float64Array) => bool): Float64Array {\n return FILTER(this, fn);\n }\n\n findIndex(fn: (value: f64, index: i32, self: Float64Array) => bool): i32 {\n return FIND_INDEX(this, fn);\n }\n\n some(fn: (value: f64, index: i32, self: Float64Array) => bool): bool {\n return SOME(this, fn);\n }\n\n every(fn: (value: f64, index: i32, self: Float64Array) => bool): bool {\n return EVERY(this, fn);\n }\n\n forEach(fn: (value: f64, index: i32, self: Float64Array) => void): void {\n FOREACH(this, fn);\n }\n\n reverse(): this {\n return REVERSE(this);\n }\n\n join(separator: string = \",\"): string {\n return joinFloatArray(this.dataStart, this.length, separator);\n }\n\n set(source: U, offset: i32 = 0): void {\n SET>(this, source, offset);\n }\n\n toString(): string {\n return this.join();\n }\n\n static wrap(buffer: ArrayBuffer, byteOffset: i32 = 0, length: i32 = -1): Float64Array {\n return WRAP(buffer, byteOffset, length);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction FILL(\n array: TArray,\n value: native,\n start: i32,\n end: i32\n): TArray {\n var dataStart = array.dataStart;\n var len = array.length;\n start = start < 0 ? max(len + start, 0) : min(start, len);\n end = end < 0 ? max(len + end, 0) : min(end, len);\n if (sizeof() == 1) {\n if (start < end) memory.fill(dataStart + start, value, (end - start));\n } else {\n for (; start < end; ++start) {\n store(dataStart + (start << alignof()), value);\n }\n }\n return array;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction SORT(\n array: TArray,\n comparator: (a: T, b: T) => i32\n): TArray {\n var len = array.length;\n if (len <= 1) return array;\n var base = array.dataStart;\n if (len == 2) {\n let a: T = load(base, sizeof()); // a = arr[1]\n let b: T = load(base); // b = arr[0]\n if (comparator(a, b) < 0) {\n store(base, b, sizeof()); // arr[1] = b\n store(base, a); // arr[0] = a\n }\n return array;\n }\n SORT_IMPL(base, len, comparator);\n return array;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction SLICE(\n array: TArray,\n start: i32,\n end: i32\n): TArray {\n var len = array.length;\n start = start < 0 ? max(start + len, 0) : min(start, len);\n end = end < 0 ? max(end + len, 0) : min(end , len);\n len = max(end - start, 0);\n var slice = instantiate(len);\n memory.copy(\n slice.dataStart,\n array.dataStart + (start << alignof()),\n len << alignof()\n );\n return slice;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction SUBARRAY(\n array: TArray,\n begin: i32,\n end: i32\n): TArray {\n var len = array.length;\n begin = begin < 0 ? max(len + begin, 0) : min(begin, len);\n end = end < 0 ? max(len + end, 0) : min(end, len);\n end = max(end, begin);\n\n var out = changetype(__new(offsetof(), idof()));\n var buf = changetype(array.buffer);\n store(changetype(out), buf, offsetof(\"buffer\"));\n __link(changetype(out), buf, false);\n store(changetype(out), array.dataStart + (begin << alignof()), offsetof(\"dataStart\"));\n store(changetype(out), (end - begin) << alignof(), offsetof(\"byteLength\"));\n return out;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction COPY_WITHIN(\n array: TArray,\n target: i32,\n start: i32,\n end: i32\n): TArray {\n var len = array.length;\n var dataStart = array.dataStart;\n\n end = min(end, len);\n var to = target < 0 ? max(len + target, 0) : min(target, len);\n var from = start < 0 ? max(len + start, 0) : min(start, len);\n var last = end < 0 ? max(len + end, 0) : min(end, len);\n var count = min(last - from, len - to);\n\n memory.copy(\n dataStart + (to << alignof()),\n dataStart + (from << alignof()),\n count << alignof()\n );\n return array;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction REDUCE(\n array: TArray,\n fn: (accumulator: TRet, value: T, index: i32, array: TArray) => TRet,\n initialValue: TRet\n): TRet {\n var dataStart = array.dataStart;\n for (let i = 0, k = array.length; i < k; i++) {\n initialValue = fn(initialValue, load(dataStart + (i << alignof())), i, array);\n }\n return initialValue;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction REDUCE_RIGHT(\n array: TArray,\n fn: (accumulator: TRet, value: T, index: i32, array: TArray) => TRet,\n initialValue: TRet\n): TRet {\n var dataStart = array.dataStart;\n for (let i = array.length - 1; i >= 0; i--) {\n initialValue = fn(initialValue, load(dataStart + (i << alignof())), i, array);\n }\n return initialValue;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction MAP(\n array: TArray,\n fn: (value: T, index: i32, self: TArray) => T,\n): TArray {\n var len = array.length;\n var dataStart = array.dataStart;\n\n var byteLength = len << alignof();\n var out = changetype(__new(offsetof(), idof()));\n var buf = changetype(__new(byteLength, idof()));\n for (let i = 0; i < len; i++) {\n store(\n changetype(buf) + (i << alignof()),\n fn(load(dataStart + (i << alignof())), i, array)\n );\n }\n store(changetype(out), changetype(buf), offsetof(\"buffer\"));\n __link(changetype(out), changetype(buf), false);\n store(changetype(out), changetype(buf), offsetof(\"dataStart\"));\n store(changetype(out), byteLength, offsetof(\"byteLength\"));\n return out;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction FILTER(\n array: TArray,\n fn: (value: T, index: i32, self: TArray) => bool,\n): TArray {\n var len = array.length;\n var out = changetype(__new(offsetof(), idof()));\n var buf = changetype(__new(len << alignof(), idof()));\n var dataStart = array.dataStart;\n var j: usize = 0;\n for (let i = 0; i < len; i++) {\n let value = load(dataStart + (i << alignof()));\n if (fn(value, i, array)) {\n store(\n changetype(buf) + (j++ << alignof()),\n value\n );\n }\n }\n // shrink output buffer\n var byteLength = j << alignof();\n var data = __renew(changetype(buf), byteLength);\n store(changetype(out), data, offsetof(\"buffer\"));\n __link(changetype(out), data, false);\n store(changetype(out), byteLength, offsetof(\"byteLength\"));\n store(changetype(out), data, offsetof(\"dataStart\"));\n return out;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction FIND_INDEX(\n array: TArray,\n fn: (value: T, index: i32, array: TArray) => bool,\n): i32 {\n var dataStart = array.dataStart;\n for (let i = 0, k = array.length; i < k; i++) {\n if (fn(load(dataStart + (i << alignof())), i, array)) return i;\n }\n return -1;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction INCLUDES(\n array: TArray,\n searchElement: T,\n fromIndex: i32,\n): bool {\n if (isFloat()) {\n let index: isize = fromIndex;\n let length: isize = array.length;\n if (length == 0 || index >= length) return false;\n if (index < 0) index = max(length + index, 0);\n let dataStart = array.dataStart;\n while (index < length) {\n let elem = load(dataStart + (index << alignof()));\n // @ts-ignore\n if (elem == searchElement || isNaN(elem) & isNaN(searchElement)) return true;\n ++index;\n }\n return false;\n } else {\n return INDEX_OF(array, searchElement, fromIndex) >= 0;\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction INDEX_OF(\n array: TArray,\n searchElement: T,\n fromIndex: i32,\n): i32 {\n var index: isize = fromIndex;\n var length: isize = array.length;\n if (length == 0 || index >= length) return -1;\n if (index < 0) index = max(length + index, 0);\n var dataStart = array.dataStart;\n while (index < length) {\n if (load(dataStart + (index << alignof())) == searchElement) return index;\n ++index;\n }\n return -1;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction LAST_INDEX_OF(\n array: TArray,\n searchElement: T,\n fromIndex: i32,\n): i32 {\n var index: isize = fromIndex;\n var length: isize = array.length;\n if (length == 0) return -1;\n if (index < 0) index = length + index; // no need to clamp\n else if (index >= length) index = length - 1;\n var dataStart = array.dataStart;\n while (index >= 0) {\n if (load(dataStart + (index << alignof())) == searchElement) return index;\n --index;\n }\n return -1;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction SOME(\n array: TArray,\n fn: (value: T, index: i32, array: TArray) => bool,\n): bool {\n var dataStart = array.dataStart;\n for (let i = 0, k = array.length; i < k; i++) {\n if (fn(load(dataStart + (i << alignof())), i, array)) return true;\n }\n return false;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction EVERY(\n array: TArray,\n fn: (value: T, index: i32, array: TArray) => bool,\n): bool {\n var dataStart = array.dataStart;\n for (let i = 0, k = array.length; i < k; i++) {\n if (fn(load(dataStart + (i << alignof())), i, array)) continue;\n return false;\n }\n return true;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction FOREACH(\n array: TArray,\n fn: (value: T, index: i32, array: TArray) => void,\n): void {\n var dataStart = array.dataStart;\n for (let i = 0, k = array.length; i < k; i++) {\n fn(load(dataStart + (i << alignof())), i, array);\n }\n}\n\n// @ts-ignore: decorator\n@inline\nfunction REVERSE(array: TArray): TArray {\n var dataStart = array.dataStart;\n for (let front: usize = 0, back: usize = array.length - 1; front < back; ++front, --back) {\n let frontPtr = dataStart + (front << alignof());\n let backPtr = dataStart + (back << alignof());\n let temp = load(frontPtr);\n store(frontPtr, load(backPtr));\n store(backPtr, temp);\n }\n return array;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction WRAP(\n buffer: ArrayBuffer,\n byteOffset: i32 = 0,\n length: i32 = -1\n): TArray {\n var byteLength: i32;\n var bufferByteLength = buffer.byteLength;\n const mask: u32 = sizeof() - 1;\n if (i32(byteOffset > bufferByteLength) | (byteOffset & mask)) {\n throw new RangeError(E_INDEXOUTOFRANGE);\n }\n if (length < 0) {\n if (length == -1) {\n if (bufferByteLength & mask) {\n throw new RangeError(E_INVALIDLENGTH);\n }\n byteLength = bufferByteLength - byteOffset;\n } else {\n throw new RangeError(E_INVALIDLENGTH);\n }\n } else {\n byteLength = length << alignof();\n if (byteOffset + byteLength > bufferByteLength) {\n throw new RangeError(E_INVALIDLENGTH);\n }\n }\n var out = changetype(__new(offsetof(), idof()));\n store(changetype(out), changetype(buffer), offsetof(\"buffer\"));\n __link(changetype(out), changetype(buffer), false);\n store(changetype(out), byteLength, offsetof(\"byteLength\"));\n store(changetype(out), changetype(buffer) + byteOffset, offsetof(\"dataStart\"));\n return out;\n}\n\n// @ts-ignore: decorator\n@inline\nfunction SET(\n target: TArray,\n source: UArray,\n offset: i32 = 0\n): void {\n // need to assert at compile time that U is not a reference or a function\n if (isReference()) {\n ERROR(E_NOTIMPLEMENTED);\n }\n\n // Uncaught RangeError: offset is out of bounds\n if (offset < 0) throw new RangeError(E_INDEXOUTOFRANGE);\n if (source.length + offset > target.length) throw new RangeError(E_INDEXOUTOFRANGE);\n\n // if the types align and match, use memory.copy() instead of manual loop\n if (isInteger() == isInteger() && alignof() == alignof() &&\n !(target instanceof Uint8ClampedArray && isSigned())) {\n memory.copy(\n target.dataStart + (offset << alignof()),\n source.dataStart,\n source.byteLength\n );\n } else {\n let targetDataStart = target.dataStart + (offset << alignof());\n let sourceDataStart = source.dataStart;\n let count = source.length;\n for (let i = 0; i < count; i++) {\n // if TArray is Uint8ClampedArray, then values must be clamped\n if (target instanceof Uint8ClampedArray) {\n if (isFloat()) {\n let value = load(sourceDataStart + (i << alignof()));\n store(\n targetDataStart + (i << alignof()),\n isFinite(value) ? max(0, min(255, value)) : 0\n );\n } else {\n let value = load(sourceDataStart + (i << alignof()));\n if (!isSigned()) {\n store(\n targetDataStart + (i << alignof()),\n // @ts-ignore: cast to T is valid for numeric types here\n min(255, value)\n );\n } else if (sizeof() <= 4) {\n store(\n targetDataStart + (i << alignof()),\n // @ts-ignore: cast to T is valid for numeric types here\n ~(value >> 31) & (((255 - value) >> 31) | value)\n );\n } else {\n store(\n targetDataStart + (i << alignof()),\n // @ts-ignore: cast to T is valid for numeric types here\n ~(value >> 63) & (((255 - value) >> 63) | value)\n );\n }\n }\n // if U is a float, then casting float to int must include a finite check\n } else if (isFloat() && !isFloat()) {\n let value = load(sourceDataStart + (i << alignof()));\n // @ts-ignore: cast to T is valid for numeric types here\n store(targetDataStart + (i << alignof()), isFinite(value) ? value : 0);\n } else if (isFloat() && !isFloat()) {\n // @ts-ignore: In this case the conversion is required\n store(targetDataStart + (i << alignof()), load(sourceDataStart + (i << alignof())));\n } else {\n store(targetDataStart + (i << alignof()), load(sourceDataStart + (i << alignof())));\n }\n }\n }\n}\n","type auto = i32;\n\n@final export abstract class Function {\n private _index: u32;\n private _env: usize;\n\n // @ts-ignore: this on getter\n get index(this: T): u32 {\n return load(changetype(this), offsetof>(\"_index\"));\n }\n\n // @ts-ignore: this on getter\n get name(this: T): string {\n return \"\";\n }\n\n // @ts-ignore: this on getter\n get length(this: T): i32 {\n // @ts-ignore: T is function\n return lengthof();\n }\n\n // @ts-ignore: T is function\n @builtin call(thisArg: thisof | null, ...args: auto[]): returnof {\n return unreachable();\n }\n\n toString(this: T): string {\n return \"function() { [native code] }\";\n }\n\n // RT integration\n\n @unsafe private __visit(cookie: u32): void {\n // Env is either `null` (nop) or compiler-generated\n __visit(this._env, cookie);\n }\n}\n"]} \ No newline at end of file diff --git a/public/somaesque/solver/main.js b/public/somaesque/solver/main.js new file mode 100644 index 0000000..d5b7e5d --- /dev/null +++ b/public/somaesque/solver/main.js @@ -0,0 +1,525 @@ +// asbind/assemblyscript loader +var t="0.7.0";const e="undefined"!=typeof BigUint64Array,r=Symbol(),n=new TextDecoder("utf-16le");function s(t, e){const r=new Uint32Array(t)[e+-4>>>2]>>>1,s=new Uint16Array(t,e,r);return r<=32?String.fromCharCode.apply(String,s):n.decode(s)}function i(t){const e={};function r(t, e){return t?s(t.buffer,e):""}const n=t.env=t.env||{};return n.abort=n.abort||function(t, s, i, o){const a=e.memory||n.memory;throw Error(`abort: ${r(a,t)} at ${r(a,s)}:${i}:${o}`)},n.trace=n.trace||function(t, s, ...i){const o=e.memory||n.memory;console.log(`trace: ${r(o,t)}${s?" 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p.instantiateSync(t,e)}(this.module,this.importObject),this._instantiateBindUnboundExports()}_instantiateBindImportFunctions(t){this.importObject=x(t,{depth:2});for(const[e,r]of Object.entries(this.typeDescriptor.importedFunctions))for(const[n,s]of Object.entries(r))this.importObject[e][`__asbind_unbound_${n}`]=t[e][n],this.importObject[e][n]=O(this,t[e][n],s)}_instantiateBindUnboundExports(){const t=this.loadedModule.exports;this.exports=x(t,{depth:1});for(const[e,r]of Object.entries(this.typeDescriptor.exportedFunctions))this.exports[e]=U(this,t[e],r)}}async function I(t, e){let r=new S;return await r._instantiate(t,e),r}function $(t, e){let r=new S;return r._instantiateSync(t,e),r}; +const instantiate = I; + +// js solver +async function solveFnJs(polycubes, dimX, dimY, dimZ) { + const solver = new SomaSolver(dimX, dimY, dimZ); + const voxelSpaces = new Array(); + for (let i = 0; i < polycubes.length; i++) { + voxelSpaces.push(new VoxelSpaceBoolean({ + id: i, + dims: [dimX, dimY, dimZ], + space: polycubes[i], + cullEmpty: true + })); + } + await solver.solve(voxelSpaces); + return solver.getSolutions(); +} +class VoxelSpaceBoolean { + constructor(options) { + this.length = options.dims[0] * options.dims[1] * options.dims[2]; + if (!options.space) { + options.space = new Array(options.dims[0] * options.dims[1] * options.dims[2]); + options.space.fill(false); + } + else if (!Array.isArray(options.space)) { + const newSpace = []; + for (let i = 0; i < this.length; i++) { + const mask = 1n << BigInt(i); + newSpace.push((options.space & mask) !== 0n); + } + options.space = newSpace; + } + this.id = options.id; + this.dims = options.dims; + this.space = options.space; + this.color = options.color ?? "red"; + if (options.cullEmpty !== false) { + this.cullEmptySpace(); + } + } + setColor(color) { + this.color = color; + } + getColor() { + return this.color; + } + binaryRep() { + return this.space.reduce((prev, curr) => prev + (curr ? "1" : "0"), ""); + } + getExtrema() { + const extrema = { + xMax: 0, + xMin: this.dims[0], + yMax: 0, + yMin: this.dims[1], + zMax: 0, + zMin: this.dims[2], + }; + this.forEachCell((val, x, y, z) => { + if (val) { + extrema.xMax = Math.max(extrema.xMax, x); + extrema.xMin = Math.min(extrema.xMin, x); + extrema.yMax = Math.max(extrema.yMax, y); + extrema.yMin = Math.min(extrema.yMin, y); + extrema.zMax = Math.max(extrema.zMax, z); + extrema.zMin = Math.min(extrema.zMin, z); + } + }); + return extrema; + } + cullEmptySpace() { + const extrema = this.getExtrema(); + const newX = extrema.xMax - extrema.xMin + 1; + const newY = extrema.yMax - extrema.yMin + 1; + const newZ = extrema.zMax - extrema.zMin + 1; + const newSpace = new Array(newX * newY * newZ); + newSpace.fill(false); + let index = 0; + for (let x = extrema.xMin; x <= extrema.xMax; x++) { + for (let y = extrema.yMin; y <= extrema.yMax; y++) { + for (let z = extrema.zMin; z <= extrema.zMax; z++) { + if (this.at(x, y, z)) { + newSpace[index] = true; + } + index++; + } + } + } + this.dims[0] = newX; + this.dims[1] = newY; + this.dims[2] = newZ; + this.space = newSpace; + } + forEachCell(cb) { + loopStart: for (let x = 0; x < this.dims[0]; x++) { + for (let y = 0; y < this.dims[1]; y++) { + for (let z = 0; z < this.dims[2]; z++) { + if (cb(this.at(x, y, z), x, y, z) === 0) { + break loopStart; + } + } + } + } + } + getId() { + return this.id; + } + print() { + let accum = ""; + console.log("---"); + for (let i = 0; i < this.dims[0]; i++) { + for (let j = 0; j < this.dims[1]; j++) { + for (let k = 0; k < this.dims[2]; k++) { + accum += this.at(i, j, k) ? '#' : 'O'; + } + console.log(accum); + accum = ""; + } + if (i !== this.dims[0] - 1) { + console.log("-"); + } + } + console.log("---"); + } + getUniqueRotations() { + const rotations = []; + const refSpace = this.clone(); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + refSpace.rot90('z'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + return rotations; + } + getAllRotations() { + const rotations = []; + const refSpace = this.clone(); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + refSpace.rot90('z'); + rotations.push(...refSpace.getAxisSpins('x')); + return rotations; + } + static pushNewUniqueSpaces(existingSpaces, newSpaces) { + for (const newSpace of newSpaces) { + let matchFound = false; + for (const existingSpace of existingSpaces) { + if (newSpace.matches(existingSpace)) { + matchFound = true; + break; + } + } + if (!matchFound) { + existingSpaces.push(newSpace); + } + } + } + getAllPositionsInPrism(cubeDimX, cubeDimY, cubeDimZ) { + const cubePositions = []; + if (this.dims[0] > cubeDimX || this.dims[1] > cubeDimY || this.dims[2] > cubeDimZ) { + return cubePositions; + } + for (let xOffset = 0; xOffset < (cubeDimX - this.dims[0] + 1); xOffset++) { + for (let yOffset = 0; yOffset < (cubeDimY - this.dims[1] + 1); yOffset++) { + for (let zOffset = 0; zOffset < (cubeDimZ - this.dims[2] + 1); zOffset++) { + const cubePos = new VoxelSpaceBoolean({ id: this.id, dims: [cubeDimX, cubeDimY, cubeDimZ], color: this.color, cullEmpty: false }); + this.forEachCell((val, x, y, z) => { + cubePos.set(xOffset + x, yOffset + y, zOffset + z, val); + }); + cubePositions.push(cubePos); + } + } + } + return cubePositions; + } + matches(space) { + const otherDims = space.getDims(); + for (let i = 0; i < this.dims.length; i++) { + if (otherDims[i] !== this.dims[i]) { + return false; + } + } + const otherRaw = space.getRaw(); + if (typeof otherRaw === "bigint") { + return space.binaryRep() === this.binaryRep(); + } + return this.space.reduce((prev, unit, i) => (unit === otherRaw[i]) && prev, true); + } + clone() { + return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: this.getRaw(), color: this.getColor(), cullEmpty: false }); + } + getAxisSpins(axis) { + const rotations = [this.clone()]; + for (let i = 0; i < 3; i++) { + rotations.push(rotations[i].rotated90(axis)); + } + return rotations; + } + getDims() { + return this.dims.slice(); + } + getRaw() { + return this.space.slice(); + } + // [1, 0, 0] [x] [ x] + // [0, 0, -1] * [y] = [-z] + // [0, 1, 0] [z] [ y] + newIndexRotX(x, y, z) { + return this.dims[2] * this.dims[1] * x + this.dims[1] * (this.dims[2] - 1 - z) + y; + } + // [ 0, 0, 1] [x] [ z] + // [ 0, 1, 0] * [y] = [ y] + // [-1, 0, 0] [z] [-x] + newIndexRotY(x, y, z) { + return this.dims[1] * this.dims[0] * z + this.dims[0] * y + (this.dims[0] - 1 - x); + } + // [0, -1, 0] [x] [-y] + // [1, 0, 0] * [y] = [ x] + // [0, 0, 1] [z] [ z] + newIndexRotZ(x, y, z) { + return this.dims[0] * this.dims[2] * (this.dims[1] - 1 - y) + this.dims[2] * x + z; + } + at(x, y, z) { + return this.space[this.index(x, y, z)]; + } + index(x, y, z) { + return this.dims[1] * this.dims[2] * x + this.dims[2] * y + z; + } + toggle(x, y, z) { + const index = this.index(x, y, z); + this.space[index] = !this.space[index]; + } + set(x, y, z, val) { + this.space[this.index(x, y, z)] = val; + } + rotated90(dim) { + const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]); + newSpace.fill(false); + let newDims; + let rotIndex; + if (dim === 'x') { + newDims = [this.dims[0], this.dims[2], this.dims[1]]; + rotIndex = this.newIndexRotX.bind(this); + } + else if (dim === 'y') { + newDims = [this.dims[2], this.dims[1], this.dims[0]]; + rotIndex = this.newIndexRotY.bind(this); + } + else { + newDims = [this.dims[1], this.dims[0], this.dims[2]]; + rotIndex = this.newIndexRotZ.bind(this); + } + this.forEachCell((val, i, j, k) => { + if (val) { + newSpace[rotIndex(i, j, k)] = true; + } + }); + return new VoxelSpaceBoolean({ id: this.id, dims: newDims, space: newSpace, color: this.color, cullEmpty: false }); + } + rot90(dim) { + const rot = this.rotated90(dim); + this.space = rot.getRaw(); + this.dims = rot.getDims(); + } + plus(space) { + const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]); + newSpace.fill(false); + let clash = false; + space.forEachCell((val, x, y, z) => { + if (this.at(x, y, z) !== val) { + newSpace[this.index(x, y, z)] = true; + } + else { + if (val) { + clash = true; + } + } + }); + if (!clash) { + return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: newSpace, color: this.color, cullEmpty: false }); + } + return null; + } + size() { + let size = 0; + this.forEachCell((val) => { + if (val) { + size++; + } + }); + return size; + } + getDirectNeighbourProfile(x, y, z) { + let result = 0; + if (x < this.dims[0] - 1 && this.at(x + 1, y, z)) { + result += 1; + } + if (y < this.dims[1] - 1 && this.at(x, y + 1, z)) { + result += 2; + } + if (z < this.dims[2] - 1 && this.at(x, y, z + 1)) { + result += 4; + } + if (x > 0 && this.at(x - 1, y, z)) { + result += 8; + } + if (y > 0 && this.at(x, y - 1, z)) { + result += 16; + } + if (z > 0 && this.at(x, y, z - 1)) { + result += 32; + } + return result; + } + getAllPermutationsInPrism(prismDimX, prismDimY, prismDimZ) { + const rotations = this.getUniqueRotations(); + let result = new Array(); + for (let i = 0; i < rotations.length; i++) { + result = result.concat(rotations[i].getAllPositionsInPrism(prismDimX, prismDimY, prismDimZ)); + } + return result; + } +} +class SomaSolver { + constructor(dimX, dimY, dimZ) { + this.visualiser = { async showSoln(soln) { }, async showSpace(cube) { } }; + this.solutions = new Array(); + this.iterations = 0; + this.dimX = dimX; + this.dimY = dimY; + this.dimZ = dimZ; + this.solutionCube = new VoxelSpaceBoolean({ id: 0, dims: [dimX, dimY, dimZ], cullEmpty: false }); + } + setDebug(visualiser) { + this.visualiser = visualiser; + } + async solve(polycubes) { + if (polycubes.length === 0) { + throw new Error("You must pass at least one polycube to solve the puzzle."); + } + this.solutions.splice(0, this.solutions.length); + const combosWithRots = new Array(); + for (let i = 1; i < polycubes.length; i++) { + const rots = polycubes[i].getAllPermutationsInPrism(this.dimX, this.dimY, this.dimZ); + combosWithRots.push(rots); + } + let combos = new Array(); + combos.push(polycubes[0].getAllPositionsInPrism(this.dimX, this.dimY, this.dimZ)); + combos = combos.concat(combosWithRots); + for (const combo of combos) { + for (const rot of combo) { + await this.visualiser.showSpace(rot); + } + } + await this.backtrackSolve(this.solutionCube, combos, new SomaSolution(this.dimX, this.dimY, this.dimZ)); + this.solutions = SomaSolution.filterUnique(this.solutions); + } + getSolutions() { + return this.solutions.slice(); + } + async backtrackSolve(workingSolution, polycubes, currentSoln, depth = 0) { + const nextCubeGroup = polycubes[0]; + for (let i = 0; i < nextCubeGroup.length; i++) { + const fusionAttempt = workingSolution.plus(nextCubeGroup[i]); + ++this.iterations; + if (fusionAttempt) { + const nextSoln = currentSoln.clone(); + nextSoln.addSpace(nextCubeGroup[i]); + await this.visualiser.showSoln(nextSoln); + if (polycubes.length === 1) { + this.solutions.push(nextSoln); + currentSoln = new SomaSolution(this.dimX, this.dimY, this.dimZ); + return; + } + else { + await this.backtrackSolve(fusionAttempt, polycubes.slice(1), nextSoln, depth + 1); + } + } + } + } +} +class SomaSolution { + constructor(dimX, dimY, dimZ) { + this.dimX = dimX; + this.dimY = dimY; + this.dimZ = dimZ; + this.solutionSpaces = []; + } + static filterUnique(solutions) { + if (solutions.length === 0) { + return []; + } + const uniqueSolns = [solutions[0]]; + for (const solution of solutions) { + let foundMatch = false; + for (const rotation of solution.getRotations()) { + let end = uniqueSolns.length; + for (let i = 0; i < end; i++) { + if (rotation.matches(uniqueSolns[i])) { + foundMatch = true; + } + } + } + if (!foundMatch) { + uniqueSolns.push(solution); + } + } + return uniqueSolns; + } + getRotations() { + if (this.solutionSpaces.length === 0) { + return []; + } + const result = []; + const allRots = this.solutionSpaces.map(space => space.getAllRotations()); + for (let i = 0; i < allRots[0].length; i++) { + const solnRot = new SomaSolution(this.dimX, this.dimY, this.dimZ); + allRots.forEach(rotGroup => solnRot.addSpace(rotGroup[i])); + result.push(solnRot); + } + return result; + } + matches(solution) { + for (let i = 0; i < this.solutionSpaces.length; i++) { + if (!this.solutionSpaces[i].matches(solution.solutionSpaces[i])) { + return false; + } + } + return true; + } + addSpace(space) { + this.solutionSpaces.push(space); + } + print() { + let accum = ""; + console.log("---"); + for (let x = 0; x < this.dimX; x++) { + for (let y = 0; y < this.dimY; y++) { + for (let z = 0; z < this.dimZ; z++) { + for (const space of this.solutionSpaces) { + if (space.at(x, y, z)) { + accum += space.getId(); + } + } + } + console.log(accum); + accum = ""; + } + if (x !== this.dimX - 1) { + console.log("-"); + } + } + console.log("---"); + } + at(x, y, z) { + for (const space of this.solutionSpaces) { + if (space.at(x, y, z)) { + return space.getId(); + } + } + return 0; + } + clone() { + const clone = new SomaSolution(this.dimX, this.dimY, this.dimZ); + clone.solutionSpaces = this.solutionSpaces.slice(); + return clone; + } + getDims() { + return [this.dimX, this.dimY, this.dimZ]; + } + forEachCell(cb) { + loopStart: for (let x = 0; x < this.dimX; x++) { + for (let y = 0; y < this.dimY; y++) { + for (let z = 0; z < this.dimZ; z++) { + cb(this.at(x, y, z), x, y, z); + } + } + } + } + getPieces() { + return this.solutionSpaces.slice(); + } +} + + + +// init wasm +let solveFnWasm; +async function load() { + const file = fetch("../solver/main.wasm"); + const instance = await instantiate(file); + solveFnWasm = instance.exports.solve; +} +load(); + +// worker +self.addEventListener('message', async (event) => { + const { type, polycubes, dimX, dimY, dimZ } = event.data; + if (type === "wasm") { + const solutions = solveFnWasm(polycubes, dimX, dimY, dimZ); + self.postMessage(solutions.map(soln => soln.toString())); + } else if (type === "js") { + const solutions = await solveFnJs(polycubes, dimX, dimY, dimZ); + self.postMessage({solns: solutions.map(soln => soln.getPieces().map(piece => piece.binaryRep())), log: JSON.stringify(solutions)}); + } else { + self.postMessage({error: `Invalid solver type passed to worker: ${type}`}) + } +}); diff --git a/public/somaesque/solver/main.wasm b/public/somaesque/solver/main.wasm new file mode 100644 index 0000000000000000000000000000000000000000..822c6965fa96b74fccb1001bec9f39ff4402a11d GIT binary patch literal 12460 zcmd6tUyNMWUB}P4_s-0nxwGE8?xxv#x6PfIZQ?XZ-6pB)n9%GAN*X5(Ra-zpQ0%q6 zNp^O<_U?|Ix^28hO%V?PRh2*$DwQ9KN|BKwgp~3EQ6(gVf>fjmAJWX3!<}bLUk<#B>=x+JoinsUW!pl>da{a5m zXg%I)oIJU<^t_v*ys*6HdaaWuFRtmS-#&Tr%=y*Tr86TpC{CW-7>$-so?hHsN;}PS zOXtpSTuxkL^Ze?iCHF|~-`{R|7kuHX&i6j^$U#@}e>BNrkyozxv`@Ce8|^X=FBg2h 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zZ^oHFn%uF$ota}!&O-4Gy1ZV-9n0dw+VKN?J_%Pt);?oWki~3JTf}NE!_fseTjPI; zdU!L={!zK(X?tf!DXbxdXcN2U^5gD_Nw%x_=#Sv_+Ej5c>BOq1On6Ly;WwxFxi-I2 zn<~J`*gY<*SanHzyZ!cZ^Zdn)GfPh|Uf}29&;IhKKhbz*admUa{YO$RZr*o#dF|{; zebKl1h5qRBg{2c`H~YuG(7&>}eEP`Z#>V31BSGH}TZ0CijjbovMn@mCu8(Q_^4b3J zkKEfoeR;I>ndQ$f^^bq}=nMD8RrZ}Up7Y?IIrop}?B03#=!4r^Jg{f@(H9uMeC`6j z(qB6J_{Fs|qvi8!BA@1^&)wYIw_m<%>y4$+#f`OJf}Q^Hx5w+f{R@j5i|3X`OB?L; WYd23eav|%1`}@1UKl{Q9FZ>tE(wn~k literal 0 HcmV?d00001 diff --git a/public/somaesque/solver/main.wat b/public/somaesque/solver/main.wat new file mode 100644 index 0000000..927ebee --- /dev/null +++ b/public/somaesque/solver/main.wat @@ -0,0 +1,5644 @@ +(module + (type $i32_=>_i32 (func (param i32) (result i32))) + (type $i32_i32_=>_none (func (param i32 i32))) + (type $i32_=>_none (func (param i32))) + (type $i32_i32_=>_i32 (func (param i32 i32) (result i32))) + (type $none_=>_none (func)) + (type $i32_i32_i32_=>_none (func (param i32 i32 i32))) + (type $none_=>_i32 (func (result i32))) + (type $i32_i32_i32_i32_=>_i32 (func (param i32 i32 i32 i32) (result i32))) + (type $i32_i32_i32_=>_i32 (func (param i32 i32 i32) (result i32))) + (type $i32_i32_i32_i32_=>_none (func (param i32 i32 i32 i32))) + (type $i32_i32_i32_i32_i32_=>_none (func (param i32 i32 i32 i32 i32))) + (type $i32_i32_i32_i32_i64_i32_=>_i32 (func (param i32 i32 i32 i32 i64 i32) (result i32))) + (import "env" "abort" (func $~lib/builtins/abort (param i32 i32 i32 i32))) + (global $~lib/rt/itcms/total (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/threshold (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/state (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/visitCount (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/pinSpace (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/iter (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/toSpace (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/white (mut i32) (i32.const 0)) + (global $~lib/rt/itcms/fromSpace (mut i32) (i32.const 0)) + (global $~lib/rt/tlsf/ROOT (mut i32) (i32.const 0)) + (global $~lib/rt/__rtti_base i32 (i32.const 2224)) + (global $~lib/memory/__stack_pointer (mut i32) (i32.const 18732)) + (memory $0 1) + (data (i32.const 1036) "<") + (data (i32.const 1048) "\01\00\00\00(\00\00\00A\00l\00l\00o\00c\00a\00t\00i\00o\00n\00 \00t\00o\00o\00 \00l\00a\00r\00g\00e") + (data (i32.const 1100) "<") + (data (i32.const 1112) "\01\00\00\00 \00\00\00~\00l\00i\00b\00/\00r\00t\00/\00i\00t\00c\00m\00s\00.\00t\00s") + (data (i32.const 1228) "<") + (data (i32.const 1240) "\01\00\00\00$\00\00\00I\00n\00d\00e\00x\00 \00o\00u\00t\00 \00o\00f\00 \00r\00a\00n\00g\00e") + (data (i32.const 1292) ",") + (data (i32.const 1304) "\01\00\00\00\14\00\00\00~\00l\00i\00b\00/\00r\00t\00.\00t\00s") + (data (i32.const 1372) "<") + (data (i32.const 1384) "\01\00\00\00\1e\00\00\00~\00l\00i\00b\00/\00r\00t\00/\00t\00l\00s\00f\00.\00t\00s") + (data (i32.const 1436) ",") + (data (i32.const 1448) "\01\00\00\00\1c\00\00\00I\00n\00v\00a\00l\00i\00d\00 \00l\00e\00n\00g\00t\00h") + (data (i32.const 1484) ",") + (data (i32.const 1496) "\01\00\00\00\1a\00\00\00~\00l\00i\00b\00/\00a\00r\00r\00a\00y\00.\00t\00s") + (data (i32.const 1532) "\8c") + (data (i32.const 1544) "\01\00\00\00p\00\00\00Y\00o\00u\00 \00m\00u\00s\00t\00 \00p\00a\00s\00s\00 \00a\00t\00 \00l\00e\00a\00s\00t\00 \00o\00n\00e\00 \00p\00o\00l\00y\00c\00u\00b\00e\00 \00t\00o\00 \00s\00o\00l\00v\00e\00 \00t\00h\00e\00 \00p\00u\00z\00z\00l\00e\00.") + (data (i32.const 1676) "<") + (data (i32.const 1688) "\01\00\00\00,\00\00\00a\00s\00s\00e\00m\00b\00l\00y\00/\00S\00o\00m\00a\00S\00o\00l\00v\00e\00r\00.\00t\00s") + (data (i32.const 1740) "|") + (data (i32.const 1752) "\01\00\00\00^\00\00\00E\00l\00e\00m\00e\00n\00t\00 \00t\00y\00p\00e\00 \00m\00u\00s\00t\00 \00b\00e\00 \00n\00u\00l\00l\00a\00b\00l\00e\00 \00i\00f\00 \00a\00r\00r\00a\00y\00 \00i\00s\00 \00h\00o\00l\00e\00y") + (data (i32.const 1868) "\1c") + (data (i32.const 1900) "\1c") + (data (i32.const 1932) "\1c") + (data (i32.const 1944) "\0e\00\00\00\08\00\00\00\01") + (data (i32.const 1964) "<") + (data (i32.const 1976) "\01\00\00\00&\00\00\00~\00l\00i\00b\00/\00a\00r\00r\00a\00y\00b\00u\00f\00f\00e\00r\00.\00t\00s") + (data (i32.const 2028) "<") + (data (i32.const 2040) "\01\00\00\00$\00\00\00~\00l\00i\00b\00/\00t\00y\00p\00e\00d\00a\00r\00r\00a\00y\00.\00t\00s") + (data (i32.const 2092) "<") + (data (i32.const 2104) "\01\00\00\00*\00\00\00O\00b\00j\00e\00c\00t\00 \00a\00l\00r\00e\00a\00d\00y\00 \00p\00i\00n\00n\00e\00d") + (data (i32.const 2156) "<") + (data (i32.const 2168) "\01\00\00\00(\00\00\00O\00b\00j\00e\00c\00t\00 \00i\00s\00 \00n\00o\00t\00 \00p\00i\00n\00n\00e\00d") + (data (i32.const 2224) "\0f\00\00\00 \00\00\00\00\00\00\00 ") + (data (i32.const 2252) "\02\n\00\00\00\00\00\00\01\n\00\00\02\00\00\00\02A") + (data (i32.const 2284) " ") + (data (i32.const 2300) "\02A\00\00\00\00\00\00\02A\00\00\00\00\00\00 \00\00\00\00\00\00\00\02\t\00\00\00\00\00\00\02A") + (table $0 2 funcref) + (elem $0 (i32.const 1) $assembly/SomaSolution/SomaSolution#getRotations~anonymous|0) + (export "__new" (func $~lib/rt/itcms/__new)) + (export "__pin" (func $~lib/rt/itcms/__pin)) + (export "__unpin" (func $~lib/rt/itcms/__unpin)) + (export "__collect" (func $~lib/rt/itcms/__collect)) + (export "__rtti_base" (global $~lib/rt/__rtti_base)) + (export "memory" (memory $0)) + (export "solve" (func $export:assembly/index/solve)) + (start $~start) + (func $~lib/rt/itcms/initLazy (param $0 i32) (result i32) + local.get $0 + local.get $0 + i32.store offset=4 + local.get $0 + local.get $0 + i32.store offset=8 + local.get $0 + ) + (func $~lib/rt/itcms/visitRoots + (local $0 i32) + (local $1 i32) + i32.const 1248 + call $~lib/rt/itcms/__visit + i32.const 1456 + call $~lib/rt/itcms/__visit + i32.const 1760 + call $~lib/rt/itcms/__visit + i32.const 1056 + call $~lib/rt/itcms/__visit + i32.const 2112 + call $~lib/rt/itcms/__visit + i32.const 2176 + call $~lib/rt/itcms/__visit + global.get $~lib/rt/itcms/pinSpace + local.tee $1 + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + loop $while-continue|0 + local.get $0 + local.get $1 + i32.ne + if + local.get $0 + i32.load offset=4 + drop + local.get $0 + i32.const 20 + i32.add + call $~lib/rt/__visit_members + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + br $while-continue|0 + end + end + ) + (func $~lib/rt/itcms/Object#set:color (param $0 i32) (param $1 i32) + local.get $0 + local.get $1 + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + i32.or + i32.store offset=4 + ) + (func $~lib/rt/itcms/Object#set:next (param $0 i32) (param $1 i32) + local.get $0 + local.get $1 + local.get $0 + i32.load offset=4 + i32.const 3 + i32.and + i32.or + i32.store offset=4 + ) + (func $~lib/rt/itcms/Object#unlink (param $0 i32) + (local $1 i32) + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + local.tee $1 + i32.eqz + if + local.get $0 + i32.load offset=8 + drop + return + end + local.get $1 + local.get $0 + i32.load offset=8 + local.tee $0 + i32.store offset=8 + local.get $0 + local.get $1 + call $~lib/rt/itcms/Object#set:next + ) + (func $~lib/rt/itcms/Object#linkTo (param $0 i32) (param $1 i32) (param $2 i32) + (local $3 i32) + local.get $1 + i32.load offset=8 + local.set $3 + local.get $0 + local.get $1 + local.get $2 + i32.or + i32.store offset=4 + local.get $0 + local.get $3 + i32.store offset=8 + local.get $3 + local.get $0 + call $~lib/rt/itcms/Object#set:next + local.get $1 + local.get $0 + i32.store offset=8 + ) + (func $~lib/rt/itcms/Object#makeGray (param $0 i32) + local.get $0 + global.get $~lib/rt/itcms/iter + i32.eq + if + local.get $0 + i32.load offset=8 + global.set $~lib/rt/itcms/iter + end + local.get $0 + call $~lib/rt/itcms/Object#unlink + local.get $0 + global.get $~lib/rt/itcms/toSpace + local.get $0 + i32.load offset=12 + local.tee $0 + i32.const 1 + i32.le_u + if (result i32) + i32.const 1 + else + local.get $0 + i32.const 2224 + i32.load + i32.gt_u + if + i32.const 1248 + i32.const 1312 + i32.const 22 + i32.const 28 + call $~lib/builtins/abort + unreachable + end + local.get $0 + i32.const 3 + i32.shl + i32.const 2228 + i32.add + i32.load + i32.const 32 + i32.and + end + if (result i32) + global.get $~lib/rt/itcms/white + i32.eqz + else + i32.const 2 + end + call $~lib/rt/itcms/Object#linkTo + ) + (func $~lib/rt/itcms/__visit (param $0 i32) + local.get $0 + i32.eqz + if + return + end + global.get $~lib/rt/itcms/white + local.get $0 + i32.const 20 + i32.sub + local.tee $0 + i32.load offset=4 + i32.const 3 + i32.and + i32.eq + if + local.get $0 + call $~lib/rt/itcms/Object#makeGray + global.get $~lib/rt/itcms/visitCount + i32.const 1 + i32.add + global.set $~lib/rt/itcms/visitCount + end + ) + (func $~lib/rt/tlsf/removeBlock (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + local.get $1 + i32.load + i32.const -4 + i32.and + local.tee $2 + i32.const 256 + i32.lt_u + if (result i32) + local.get $2 + i32.const 4 + i32.shr_u + else + i32.const 31 + local.get $2 + i32.const 1073741820 + local.get $2 + i32.const 1073741820 + i32.lt_u + select + local.tee $2 + i32.clz + i32.sub + local.tee $3 + i32.const 7 + i32.sub + local.set $4 + local.get $2 + local.get $3 + i32.const 4 + i32.sub + i32.shr_u + i32.const 16 + i32.xor + end + local.set $2 + local.get $1 + i32.load offset=8 + local.set $3 + local.get $1 + i32.load offset=4 + local.tee $5 + if + local.get $5 + local.get $3 + i32.store offset=8 + end + local.get $3 + if + local.get $3 + local.get $5 + i32.store offset=4 + end + local.get $1 + local.get $0 + local.get $2 + local.get $4 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.add + i32.load offset=96 + i32.eq + if + local.get $0 + local.get $2 + local.get $4 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.add + local.get $3 + i32.store offset=96 + local.get $3 + i32.eqz + if + local.get $0 + local.get $4 + i32.const 2 + i32.shl + i32.add + local.tee $3 + i32.load offset=4 + i32.const -2 + local.get $2 + i32.rotl + i32.and + local.set $1 + local.get $3 + local.get $1 + i32.store offset=4 + local.get $1 + i32.eqz + if + local.get $0 + local.get $0 + i32.load + i32.const -2 + local.get $4 + i32.rotl + i32.and + i32.store + end + end + end + ) + (func $~lib/rt/tlsf/insertBlock (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + local.get $1 + i32.load + local.set $3 + local.get $1 + i32.const 4 + i32.add + local.get $1 + i32.load + i32.const -4 + i32.and + i32.add + local.tee $4 + i32.load + local.tee $2 + i32.const 1 + i32.and + if + local.get $0 + local.get $4 + call $~lib/rt/tlsf/removeBlock + local.get $1 + local.get $3 + i32.const 4 + i32.add + local.get $2 + i32.const -4 + i32.and + i32.add + local.tee $3 + i32.store + local.get $1 + i32.const 4 + i32.add + local.get $1 + i32.load + i32.const -4 + i32.and + i32.add + local.tee $4 + i32.load + local.set $2 + end + local.get $3 + i32.const 2 + i32.and + if + local.get $1 + i32.const 4 + i32.sub + i32.load + local.tee $1 + i32.load + local.set $6 + local.get $0 + local.get $1 + call $~lib/rt/tlsf/removeBlock + local.get $1 + local.get $6 + i32.const 4 + i32.add + local.get $3 + i32.const -4 + i32.and + i32.add + local.tee $3 + i32.store + end + local.get $4 + local.get $2 + i32.const 2 + i32.or + i32.store + local.get $4 + i32.const 4 + i32.sub + local.get $1 + i32.store + local.get $0 + local.get $3 + i32.const -4 + i32.and + local.tee $3 + i32.const 256 + i32.lt_u + if (result i32) + local.get $3 + i32.const 4 + i32.shr_u + else + i32.const 31 + local.get $3 + i32.const 1073741820 + local.get $3 + i32.const 1073741820 + i32.lt_u + select + local.tee $3 + i32.clz + i32.sub + local.tee $4 + i32.const 7 + i32.sub + local.set $5 + local.get $3 + local.get $4 + i32.const 4 + i32.sub + i32.shr_u + i32.const 16 + i32.xor + end + local.tee $3 + local.get $5 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.add + i32.load offset=96 + local.set $4 + local.get $1 + i32.const 0 + i32.store offset=4 + local.get $1 + local.get $4 + i32.store offset=8 + local.get $4 + if + local.get $4 + local.get $1 + i32.store offset=4 + end + local.get $0 + local.get $3 + local.get $5 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.add + local.get $1 + i32.store offset=96 + local.get $0 + local.get $0 + i32.load + i32.const 1 + local.get $5 + i32.shl + i32.or + i32.store + local.get $0 + local.get $5 + i32.const 2 + i32.shl + i32.add + local.tee $0 + local.get $0 + i32.load offset=4 + i32.const 1 + local.get $3 + i32.shl + i32.or + i32.store offset=4 + ) + (func $~lib/rt/tlsf/addMemory (param $0 i32) (param $1 i32) (param $2 i32) + (local $3 i32) + local.get $1 + i32.const 19 + i32.add + i32.const -16 + i32.and + i32.const 4 + i32.sub + local.set $1 + local.get $2 + i32.const -16 + i32.and + local.get $0 + i32.load offset=1568 + local.tee $2 + if + local.get $2 + local.get $1 + i32.const 16 + i32.sub + i32.eq + if + local.get $2 + i32.load + local.set $3 + local.get $1 + i32.const 16 + i32.sub + local.set $1 + end + end + local.get $1 + i32.sub + local.tee $2 + i32.const 20 + i32.lt_u + if + return + end + local.get $1 + local.get $3 + i32.const 2 + i32.and + local.get $2 + i32.const 8 + i32.sub + local.tee $2 + i32.const 1 + i32.or + i32.or + i32.store + local.get $1 + i32.const 0 + i32.store offset=4 + local.get $1 + i32.const 0 + i32.store offset=8 + local.get $2 + local.get $1 + i32.const 4 + i32.add + i32.add + local.tee $2 + i32.const 2 + i32.store + local.get $0 + local.get $2 + i32.store offset=1568 + local.get $0 + local.get $1 + call $~lib/rt/tlsf/insertBlock + ) + (func $~lib/rt/tlsf/initialize + (local $0 i32) + (local $1 i32) + memory.size + local.tee $0 + i32.const 1 + i32.lt_s + if (result i32) + i32.const 1 + local.get $0 + i32.sub + memory.grow + i32.const 0 + i32.lt_s + else + i32.const 0 + end + if + unreachable + end + i32.const 18736 + i32.const 0 + i32.store + i32.const 20304 + i32.const 0 + i32.store + loop $for-loop|0 + local.get $1 + i32.const 23 + i32.lt_u + if + local.get $1 + i32.const 2 + i32.shl + i32.const 18736 + i32.add + i32.const 0 + i32.store offset=4 + i32.const 0 + local.set $0 + loop $for-loop|1 + local.get $0 + i32.const 16 + i32.lt_u + if + local.get $0 + local.get $1 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.const 18736 + i32.add + i32.const 0 + i32.store offset=96 + local.get $0 + i32.const 1 + i32.add + local.set $0 + br $for-loop|1 + end + end + local.get $1 + i32.const 1 + i32.add + local.set $1 + br $for-loop|0 + end + end + i32.const 18736 + i32.const 20308 + memory.size + i32.const 16 + i32.shl + call $~lib/rt/tlsf/addMemory + i32.const 18736 + global.set $~lib/rt/tlsf/ROOT + ) + (func $~lib/rt/itcms/step (result i32) + (local $0 i32) + (local $1 i32) + block $folding-inner0 + block $break|0 + block $case2|0 + block $case1|0 + block $case0|0 + global.get $~lib/rt/itcms/state + br_table $case0|0 $case1|0 $case2|0 $break|0 + end + i32.const 1 + global.set $~lib/rt/itcms/state + i32.const 0 + global.set $~lib/rt/itcms/visitCount + call $~lib/rt/itcms/visitRoots + global.get $~lib/rt/itcms/toSpace + global.set $~lib/rt/itcms/iter + br $folding-inner0 + end + global.get $~lib/rt/itcms/white + i32.eqz + local.set $1 + global.get $~lib/rt/itcms/iter + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + loop $while-continue|1 + local.get $0 + global.get $~lib/rt/itcms/toSpace + i32.ne + if + local.get $0 + global.set $~lib/rt/itcms/iter + local.get $1 + local.get $0 + i32.load offset=4 + i32.const 3 + i32.and + i32.ne + if + local.get $0 + local.get $1 + call $~lib/rt/itcms/Object#set:color + i32.const 0 + global.set $~lib/rt/itcms/visitCount + local.get $0 + i32.const 20 + i32.add + call $~lib/rt/__visit_members + br $folding-inner0 + end + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + br $while-continue|1 + end + end + i32.const 0 + global.set $~lib/rt/itcms/visitCount + call $~lib/rt/itcms/visitRoots + global.get $~lib/rt/itcms/toSpace + global.get $~lib/rt/itcms/iter + i32.load offset=4 + i32.const -4 + i32.and + i32.eq + if + global.get $~lib/memory/__stack_pointer + local.set $0 + loop $while-continue|0 + local.get $0 + i32.const 18732 + i32.lt_u + if + local.get $0 + i32.load + call $~lib/rt/itcms/__visit + local.get $0 + i32.const 4 + i32.add + local.set $0 + br $while-continue|0 + end + end + global.get $~lib/rt/itcms/iter + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + loop $while-continue|2 + local.get $0 + global.get $~lib/rt/itcms/toSpace + i32.ne + if + local.get $1 + local.get $0 + i32.load offset=4 + i32.const 3 + i32.and + i32.ne + if + local.get $0 + local.get $1 + call $~lib/rt/itcms/Object#set:color + local.get $0 + i32.const 20 + i32.add + call $~lib/rt/__visit_members + end + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + local.set $0 + br $while-continue|2 + end + end + global.get $~lib/rt/itcms/fromSpace + local.set $0 + global.get $~lib/rt/itcms/toSpace + global.set $~lib/rt/itcms/fromSpace + local.get $0 + global.set $~lib/rt/itcms/toSpace + local.get $1 + global.set $~lib/rt/itcms/white + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + global.set $~lib/rt/itcms/iter + i32.const 2 + global.set $~lib/rt/itcms/state + end + br $folding-inner0 + end + global.get $~lib/rt/itcms/iter + local.tee $0 + global.get $~lib/rt/itcms/toSpace + i32.ne + if + local.get $0 + i32.load offset=4 + i32.const -4 + i32.and + global.set $~lib/rt/itcms/iter + local.get $0 + i32.load offset=4 + drop + local.get $0 + i32.const 18732 + i32.lt_u + if + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + else + global.get $~lib/rt/itcms/total + local.get $0 + i32.load + i32.const -4 + i32.and + i32.const 4 + i32.add + i32.sub + global.set $~lib/rt/itcms/total + local.get $0 + i32.const 4 + i32.add + local.tee $1 + i32.const 18732 + i32.ge_u + if + global.get $~lib/rt/tlsf/ROOT + i32.eqz + if + call $~lib/rt/tlsf/initialize + end + local.get $1 + i32.const 4 + i32.sub + local.set $0 + local.get $1 + i32.const 15 + i32.and + i32.const 1 + local.get $1 + select + i32.eqz + if + local.get $0 + i32.load + drop + end + local.get $0 + local.get $0 + i32.load + i32.const 1 + i32.or + i32.store + global.get $~lib/rt/tlsf/ROOT + local.get $0 + call $~lib/rt/tlsf/insertBlock + end + end + i32.const 10 + return + end + global.get $~lib/rt/itcms/toSpace + global.get $~lib/rt/itcms/toSpace + i32.store offset=4 + global.get $~lib/rt/itcms/toSpace + global.get $~lib/rt/itcms/toSpace + i32.store offset=8 + i32.const 0 + global.set $~lib/rt/itcms/state + end + i32.const 0 + return + end + global.get $~lib/rt/itcms/visitCount + ) + (func $~lib/rt/tlsf/searchBlock (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + local.get $1 + i32.const 256 + i32.lt_u + if + local.get $1 + i32.const 4 + i32.shr_u + local.set $1 + else + i32.const 31 + local.get $1 + i32.const 1 + i32.const 27 + local.get $1 + i32.clz + i32.sub + i32.shl + i32.add + i32.const 1 + i32.sub + local.get $1 + local.get $1 + i32.const 536870910 + i32.lt_u + select + local.tee $1 + i32.clz + i32.sub + local.set $2 + local.get $1 + local.get $2 + i32.const 4 + i32.sub + i32.shr_u + i32.const 16 + i32.xor + local.set $1 + local.get $2 + i32.const 7 + i32.sub + local.set $2 + end + local.get $0 + local.get $2 + i32.const 2 + i32.shl + i32.add + i32.load offset=4 + i32.const -1 + local.get $1 + i32.shl + i32.and + local.tee $1 + if (result i32) + local.get $0 + local.get $1 + i32.ctz + local.get $2 + i32.const 4 + i32.shl + i32.add + i32.const 2 + i32.shl + i32.add + i32.load offset=96 + else + local.get $0 + i32.load + i32.const -1 + local.get $2 + i32.const 1 + i32.add + i32.shl + i32.and + local.tee $1 + if (result i32) + local.get $0 + local.get $1 + i32.ctz + local.tee $1 + i32.const 4 + i32.shl + local.get $0 + local.get $1 + i32.const 2 + i32.shl + i32.add + i32.load offset=4 + i32.ctz + i32.add + i32.const 2 + i32.shl + i32.add + i32.load offset=96 + else + i32.const 0 + end + end + ) + (func $~lib/rt/tlsf/__alloc (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + global.get $~lib/rt/tlsf/ROOT + i32.eqz + if + call $~lib/rt/tlsf/initialize + end + global.get $~lib/rt/tlsf/ROOT + local.set $2 + local.get $0 + i32.const 1073741820 + i32.gt_u + if + i32.const 1056 + i32.const 1392 + i32.const 458 + i32.const 29 + call $~lib/builtins/abort + unreachable + end + local.get $2 + i32.const 12 + local.get $0 + i32.const 19 + i32.add + i32.const -16 + i32.and + i32.const 4 + i32.sub + local.get $0 + i32.const 12 + i32.le_u + select + local.tee $1 + call $~lib/rt/tlsf/searchBlock + local.tee $0 + i32.eqz + if + i32.const 4 + memory.size + local.tee $0 + i32.const 16 + i32.shl + i32.const 4 + i32.sub + local.get $2 + i32.load offset=1568 + i32.ne + i32.shl + local.get $1 + i32.const 1 + i32.const 27 + local.get $1 + i32.clz + i32.sub + i32.shl + i32.const 1 + i32.sub + i32.add + local.get $1 + local.get $1 + i32.const 536870910 + i32.lt_u + select + i32.add + i32.const 65535 + i32.add + i32.const -65536 + i32.and + i32.const 16 + i32.shr_u + local.set $3 + local.get $0 + local.get $3 + local.get $0 + local.get $3 + i32.gt_s + select + memory.grow + i32.const 0 + i32.lt_s + if + local.get $3 + memory.grow + i32.const 0 + i32.lt_s + if + unreachable + end + end + local.get $2 + local.get $0 + i32.const 16 + i32.shl + memory.size + i32.const 16 + i32.shl + call $~lib/rt/tlsf/addMemory + local.get $2 + local.get $1 + call $~lib/rt/tlsf/searchBlock + local.set $0 + end + local.get $0 + i32.load + drop + local.get $2 + local.get $0 + call $~lib/rt/tlsf/removeBlock + local.get $0 + i32.load + local.tee $3 + i32.const -4 + i32.and + local.get $1 + i32.sub + local.tee $4 + i32.const 16 + i32.ge_u + if + local.get $0 + local.get $1 + local.get $3 + i32.const 2 + i32.and + i32.or + i32.store + local.get $1 + local.get $0 + i32.const 4 + i32.add + i32.add + local.tee $1 + local.get $4 + i32.const 4 + i32.sub + i32.const 1 + i32.or + i32.store + local.get $2 + local.get $1 + call $~lib/rt/tlsf/insertBlock + else + local.get $0 + local.get $3 + i32.const -2 + i32.and + i32.store + local.get $0 + i32.const 4 + i32.add + local.tee $1 + local.get $0 + i32.load + i32.const -4 + i32.and + i32.add + local.get $1 + local.get $0 + i32.load + i32.const -4 + i32.and + i32.add + i32.load + i32.const -3 + i32.and + i32.store + end + local.get $0 + i32.const 4 + i32.add + ) + (func $~lib/memory/memory.fill (param $0 i32) (param $1 i32) + (local $2 i32) + block $~lib/util/memory/memset|inlined.0 + local.get $1 + i32.eqz + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + i32.store8 + local.get $0 + local.get $1 + i32.add + local.tee $2 + i32.const 1 + i32.sub + i32.const 0 + i32.store8 + local.get $1 + i32.const 2 + i32.le_u + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + i32.store8 offset=1 + local.get $0 + i32.const 0 + i32.store8 offset=2 + local.get $2 + i32.const 2 + i32.sub + i32.const 0 + i32.store8 + local.get $2 + i32.const 3 + i32.sub + i32.const 0 + i32.store8 + local.get $1 + i32.const 6 + i32.le_u + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + i32.store8 offset=3 + local.get $2 + i32.const 4 + i32.sub + i32.const 0 + i32.store8 + local.get $1 + i32.const 8 + i32.le_u + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + local.get $0 + i32.sub + i32.const 3 + i32.and + local.tee $2 + i32.add + local.tee $0 + i32.const 0 + i32.store + local.get $0 + local.get $1 + local.get $2 + i32.sub + i32.const -4 + i32.and + local.tee $2 + i32.add + local.tee $1 + i32.const 4 + i32.sub + i32.const 0 + i32.store + local.get $2 + i32.const 8 + i32.le_u + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + local.get $1 + i32.const 12 + i32.sub + i32.const 0 + i32.store + local.get $1 + i32.const 8 + i32.sub + i32.const 0 + i32.store + local.get $2 + i32.const 24 + i32.le_u + br_if $~lib/util/memory/memset|inlined.0 + local.get $0 + i32.const 0 + i32.store offset=12 + local.get $0 + i32.const 0 + i32.store offset=16 + local.get $0 + i32.const 0 + i32.store offset=20 + local.get $0 + i32.const 0 + i32.store offset=24 + local.get $1 + i32.const 28 + i32.sub + i32.const 0 + i32.store + local.get $1 + i32.const 24 + i32.sub + i32.const 0 + i32.store + local.get $1 + i32.const 20 + i32.sub + i32.const 0 + i32.store + local.get $1 + i32.const 16 + i32.sub + i32.const 0 + i32.store + local.get $0 + local.get $0 + i32.const 4 + i32.and + i32.const 24 + i32.add + local.tee $1 + i32.add + local.set $0 + local.get $2 + local.get $1 + i32.sub + local.set $1 + loop $while-continue|0 + local.get $1 + i32.const 32 + i32.ge_u + if + local.get $0 + i64.const 0 + i64.store + local.get $0 + i64.const 0 + i64.store offset=8 + local.get $0 + i64.const 0 + i64.store offset=16 + local.get $0 + i64.const 0 + i64.store offset=24 + local.get $1 + i32.const 32 + i32.sub + local.set $1 + local.get $0 + i32.const 32 + i32.add + local.set $0 + br $while-continue|0 + end + end + end + ) + (func $~lib/rt/itcms/__new (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + local.get $0 + i32.const 1073741804 + i32.ge_u + if + i32.const 1056 + i32.const 1120 + i32.const 260 + i32.const 31 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/rt/itcms/total + global.get $~lib/rt/itcms/threshold + i32.ge_u + if + block $__inlined_func$~lib/rt/itcms/interrupt + i32.const 2048 + local.set $2 + loop $do-continue|0 + local.get $2 + call $~lib/rt/itcms/step + i32.sub + local.set $2 + global.get $~lib/rt/itcms/state + i32.eqz + if + global.get $~lib/rt/itcms/total + i64.extend_i32_u + i64.const 200 + i64.mul + i64.const 100 + i64.div_u + i32.wrap_i64 + i32.const 1024 + i32.add + global.set $~lib/rt/itcms/threshold + br $__inlined_func$~lib/rt/itcms/interrupt + end + local.get $2 + i32.const 0 + i32.gt_s + br_if $do-continue|0 + end + global.get $~lib/rt/itcms/total + global.get $~lib/rt/itcms/total + global.get $~lib/rt/itcms/threshold + i32.sub + i32.const 1024 + i32.lt_u + i32.const 10 + i32.shl + i32.add + global.set $~lib/rt/itcms/threshold + end + end + local.get $0 + i32.const 16 + i32.add + call $~lib/rt/tlsf/__alloc + i32.const 4 + i32.sub + local.tee $2 + local.get $1 + i32.store offset=12 + local.get $2 + local.get $0 + i32.store offset=16 + local.get $2 + global.get $~lib/rt/itcms/fromSpace + global.get $~lib/rt/itcms/white + call $~lib/rt/itcms/Object#linkTo + global.get $~lib/rt/itcms/total + local.get $2 + i32.load + i32.const -4 + i32.and + i32.const 4 + i32.add + i32.add + global.set $~lib/rt/itcms/total + local.get $2 + i32.const 20 + i32.add + local.tee $1 + local.get $0 + call $~lib/memory/memory.fill + local.get $1 + ) + (func $assembly/VoxelSpace/VoxelSpace#at (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (result i32) + local.get $0 + i64.load offset=8 + i32.const 1 + local.get $3 + local.get $1 + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=28 + i32.mul + i32.mul + local.get $2 + local.get $0 + i32.load offset=28 + i32.mul + i32.add + i32.add + i32.shl + i64.extend_i32_s + i64.and + i64.const 0 + i64.ne + ) + (func $assembly/VoxelSpace/VoxelSpace#cullEmptySpace (param $0 i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i64) + (local $6 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getExtrema + local.tee $1 + i32.store + local.get $1 + i32.load offset=4 + local.set $2 + loop $for-loop|0 + local.get $2 + local.get $1 + i32.load + i32.le_s + if + local.get $1 + i32.load offset=12 + local.set $3 + loop $for-loop|1 + local.get $3 + local.get $1 + i32.load offset=8 + i32.le_s + if + local.get $1 + i32.load offset=20 + local.set $4 + loop $for-loop|2 + local.get $4 + local.get $1 + i32.load offset=16 + i32.le_s + if + local.get $5 + i64.const 1 + local.get $6 + i64.extend_i32_s + i64.shl + i64.or + local.get $5 + local.get $0 + local.get $2 + local.get $3 + local.get $4 + call $assembly/VoxelSpace/VoxelSpace#at + select + local.set $5 + local.get $6 + i32.const 1 + i32.add + local.set $6 + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|2 + end + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|1 + end + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|0 + end + end + local.get $0 + local.get $1 + i32.load + local.get $1 + i32.load offset=4 + i32.sub + i32.const 1 + i32.add + i32.store offset=20 + local.get $0 + local.get $1 + i32.load offset=8 + local.get $1 + i32.load offset=12 + i32.sub + i32.const 1 + i32.add + i32.store offset=24 + local.get $0 + local.get $1 + i32.load offset=16 + local.get $1 + i32.load offset=20 + i32.sub + i32.const 1 + i32.add + i32.store offset=28 + local.get $0 + local.get $5 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $~lib/rt/itcms/__link (param $0 i32) (param $1 i32) (param $2 i32) + (local $3 i32) + (local $4 i32) + local.get $1 + i32.eqz + if + return + end + global.get $~lib/rt/itcms/white + local.get $1 + i32.const 20 + i32.sub + local.tee $1 + i32.load offset=4 + i32.const 3 + i32.and + i32.eq + if + local.get $0 + i32.const 20 + i32.sub + local.tee $0 + i32.load offset=4 + i32.const 3 + i32.and + local.tee $3 + local.set $4 + local.get $3 + global.get $~lib/rt/itcms/white + i32.eqz + i32.eq + if + local.get $0 + local.get $1 + local.get $2 + select + call $~lib/rt/itcms/Object#makeGray + else + global.get $~lib/rt/itcms/state + i32.const 1 + i32.eq + i32.const 0 + local.get $4 + i32.const 3 + i32.eq + select + if + local.get $1 + call $~lib/rt/itcms/Object#makeGray + end + end + end + ) + (func $assembly/SomaSolver/SomaSolver#set:solutionCube (param $0 i32) (param $1 i32) + local.get $0 + local.get $1 + i32.store + local.get $0 + local.get $1 + i32.const 0 + call $~lib/rt/itcms/__link + ) + (func $assembly/SomaSolver/SomaSolver#set:solutions (param $0 i32) (param $1 i32) + local.get $0 + local.get $1 + i32.store offset=16 + local.get $0 + local.get $1 + i32.const 0 + call $~lib/rt/itcms/__link + ) + (func $~lib/memory/memory.copy (param $0 i32) (param $1 i32) (param $2 i32) + (local $3 i32) + (local $4 i32) + block $~lib/util/memory/memmove|inlined.0 + local.get $2 + local.set $4 + local.get $0 + local.get $1 + i32.eq + br_if $~lib/util/memory/memmove|inlined.0 + local.get $0 + local.get $1 + i32.lt_u + if + local.get $1 + i32.const 7 + i32.and + local.get $0 + i32.const 7 + i32.and + i32.eq + if + loop $while-continue|0 + local.get $0 + i32.const 7 + i32.and + if + local.get $4 + i32.eqz + br_if $~lib/util/memory/memmove|inlined.0 + local.get $4 + i32.const 1 + i32.sub + local.set $4 + local.get $0 + local.tee $2 + i32.const 1 + i32.add + local.set $0 + local.get $1 + local.tee $3 + i32.const 1 + i32.add + local.set $1 + local.get $2 + local.get $3 + i32.load8_u + i32.store8 + br $while-continue|0 + end + end + loop $while-continue|1 + local.get $4 + i32.const 8 + i32.ge_u + if + local.get $0 + local.get $1 + i64.load + i64.store + local.get $4 + i32.const 8 + i32.sub + local.set $4 + local.get $0 + i32.const 8 + i32.add + local.set $0 + local.get $1 + i32.const 8 + i32.add + local.set $1 + br $while-continue|1 + end + end + end + loop $while-continue|2 + local.get $4 + if + local.get $0 + local.tee $2 + i32.const 1 + i32.add + local.set $0 + local.get $1 + local.tee $3 + i32.const 1 + i32.add + local.set $1 + local.get $2 + local.get $3 + i32.load8_u + i32.store8 + local.get $4 + i32.const 1 + i32.sub + local.set $4 + br $while-continue|2 + end + end + else + local.get $1 + i32.const 7 + i32.and + local.get $0 + i32.const 7 + i32.and + i32.eq + if + loop $while-continue|3 + local.get $0 + local.get $4 + i32.add + i32.const 7 + i32.and + if + local.get $4 + i32.eqz + br_if $~lib/util/memory/memmove|inlined.0 + local.get $0 + local.get $4 + i32.const 1 + i32.sub + local.tee $4 + i32.add + local.get $1 + local.get $4 + i32.add + i32.load8_u + i32.store8 + br $while-continue|3 + end + end + loop $while-continue|4 + local.get $4 + i32.const 8 + i32.ge_u + if + local.get $0 + local.get $4 + i32.const 8 + i32.sub + local.tee $4 + i32.add + local.get $1 + local.get $4 + i32.add + i64.load + i64.store + br $while-continue|4 + end + end + end + loop $while-continue|5 + local.get $4 + if + local.get $0 + local.get $4 + i32.const 1 + i32.sub + local.tee $4 + i32.add + local.get $1 + local.get $4 + i32.add + i32.load8_u + i32.store8 + br $while-continue|5 + end + end + end + end + ) + (func $~lib/array/Array#push (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + local.get $0 + i32.load offset=12 + local.tee $8 + i32.const 1 + i32.add + local.tee $5 + local.get $0 + i32.load offset=8 + local.tee $6 + i32.const 2 + i32.shr_u + i32.gt_u + if + local.get $5 + i32.const 268435455 + i32.gt_u + if + i32.const 1456 + i32.const 1504 + i32.const 17 + i32.const 48 + call $~lib/builtins/abort + unreachable + end + block $__inlined_func$~lib/rt/itcms/__renew + local.get $6 + i32.const 1 + i32.shl + local.tee $3 + i32.const 1073741820 + local.get $3 + i32.const 1073741820 + i32.lt_u + select + local.tee $2 + local.get $5 + i32.const 8 + local.get $5 + i32.const 8 + i32.gt_u + select + i32.const 2 + i32.shl + local.tee $3 + local.get $2 + local.get $3 + i32.gt_u + select + local.tee $4 + local.get $0 + i32.load + local.tee $9 + local.tee $2 + i32.const 20 + i32.sub + local.tee $7 + i32.load + i32.const -4 + i32.and + i32.const 16 + i32.sub + i32.le_u + if + local.get $7 + local.get $4 + i32.store offset=16 + br $__inlined_func$~lib/rt/itcms/__renew + end + local.get $4 + local.get $7 + i32.load offset=12 + call $~lib/rt/itcms/__new + local.tee $3 + local.get $2 + local.get $4 + local.get $7 + i32.load offset=16 + local.tee $2 + local.get $2 + local.get $4 + i32.gt_u + select + call $~lib/memory/memory.copy + local.get $3 + local.set $2 + end + local.get $2 + local.get $6 + i32.add + local.get $4 + local.get $6 + i32.sub + call $~lib/memory/memory.fill + local.get $2 + local.get $9 + i32.ne + if + local.get $0 + local.get $2 + i32.store + local.get $0 + local.get $2 + i32.store offset=4 + local.get $0 + local.get $2 + i32.const 0 + call $~lib/rt/itcms/__link + end + local.get $0 + local.get $4 + i32.store offset=8 + end + local.get $0 + i32.load offset=4 + local.get $8 + i32.const 2 + i32.shl + i32.add + local.get $1 + i32.store + local.get $0 + local.get $1 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $0 + local.get $5 + i32.store offset=12 + ) + (func $assembly/VoxelSpace/VoxelSpace#clone (param $0 i32) (result i32) + local.get $0 + i32.load offset=16 + local.get $0 + i32.load offset=20 + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=28 + local.get $0 + i64.load offset=8 + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + ) + (func $assembly/VoxelSpace/VoxelSpace#rotated90X (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + loop $for-loop|0 + local.get $4 + local.get $0 + i32.load offset=20 + i32.lt_s + if + i32.const 0 + local.set $2 + loop $for-loop|1 + local.get $2 + local.get $0 + i32.load offset=24 + i32.lt_s + if + i32.const 0 + local.set $3 + loop $for-loop|2 + local.get $3 + local.get $0 + i32.load offset=28 + i32.lt_s + if + local.get $0 + local.get $4 + local.get $2 + local.get $3 + call $assembly/VoxelSpace/VoxelSpace#at + if + local.get $1 + i32.const 1 + local.get $2 + local.get $4 + local.get $0 + i32.load offset=28 + local.get $0 + i32.load offset=24 + i32.mul + i32.mul + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=28 + i32.const 1 + i32.sub + local.get $3 + i32.sub + i32.mul + i32.add + i32.add + i32.shl + i32.or + local.set $1 + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|2 + end + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|1 + end + end + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + local.get $0 + i32.load offset=16 + local.get $0 + i32.load offset=20 + local.get $0 + i32.load offset=28 + local.get $0 + i32.load offset=24 + local.get $1 + i64.extend_i32_s + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + ) + (func $assembly/VoxelSpace/VoxelSpace#matches (param $0 i32) (param $1 i32) (result i32) + local.get $1 + i32.load offset=20 + local.get $0 + i32.load offset=20 + i32.ne + if + i32.const 0 + return + end + local.get $1 + i32.load offset=24 + local.get $0 + i32.load offset=24 + i32.ne + if + i32.const 0 + return + end + local.get $1 + i32.load offset=28 + local.get $0 + i32.load offset=28 + i32.ne + if + i32.const 0 + return + end + local.get $0 + i64.load offset=8 + local.get $1 + i64.load offset=8 + i64.eq + ) + (func $assembly/VoxelSpace/VoxelSpace#rotated90Y (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + loop $for-loop|0 + local.get $4 + local.get $0 + i32.load offset=20 + i32.lt_s + if + i32.const 0 + local.set $2 + loop $for-loop|1 + local.get $2 + local.get $0 + i32.load offset=24 + i32.lt_s + if + i32.const 0 + local.set $3 + loop $for-loop|2 + local.get $3 + local.get $0 + i32.load offset=28 + i32.lt_s + if + local.get $0 + local.get $4 + local.get $2 + local.get $3 + call $assembly/VoxelSpace/VoxelSpace#at + if + local.get $1 + i32.const 1 + local.get $3 + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=20 + i32.mul + i32.mul + local.get $2 + local.get $0 + i32.load offset=20 + i32.mul + i32.add + local.get $0 + i32.load offset=20 + i32.const 1 + i32.sub + local.get $4 + i32.sub + i32.add + i32.shl + i32.or + local.set $1 + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|2 + end + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|1 + end + end + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + local.get $0 + i32.load offset=16 + local.get $0 + i32.load offset=28 + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=20 + local.get $1 + i64.extend_i32_s + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + ) + (func $assembly/VoxelSpace/VoxelSpace#rot90Y (param $0 i32) + (local $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rotated90Y + local.tee $1 + i32.store + local.get $0 + local.get $1 + i64.load offset=8 + i64.store offset=8 + local.get $0 + local.get $1 + i32.load offset=20 + i32.store offset=20 + local.get $0 + local.get $1 + i32.load offset=24 + i32.store offset=24 + local.get $0 + local.get $1 + i32.load offset=28 + i32.store offset=28 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/VoxelSpace/VoxelSpace#rotated90Z (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + loop $for-loop|0 + local.get $4 + local.get $0 + i32.load offset=20 + i32.lt_s + if + i32.const 0 + local.set $2 + loop $for-loop|1 + local.get $2 + local.get $0 + i32.load offset=24 + i32.lt_s + if + i32.const 0 + local.set $3 + loop $for-loop|2 + local.get $3 + local.get $0 + i32.load offset=28 + i32.lt_s + if + local.get $0 + local.get $4 + local.get $2 + local.get $3 + call $assembly/VoxelSpace/VoxelSpace#at + if + local.get $1 + i32.const 1 + local.get $3 + local.get $0 + i32.load offset=24 + i32.const 1 + i32.sub + local.get $2 + i32.sub + local.get $0 + i32.load offset=20 + local.get $0 + i32.load offset=28 + i32.mul + i32.mul + local.get $4 + local.get $0 + i32.load offset=28 + i32.mul + i32.add + i32.add + i32.shl + i32.or + local.set $1 + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|2 + end + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|1 + end + end + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + local.get $0 + i32.load offset=16 + local.get $0 + i32.load offset=24 + local.get $0 + i32.load offset=20 + local.get $0 + i32.load offset=28 + local.get $1 + i64.extend_i32_s + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + ) + (func $assembly/VoxelSpace/VoxelSpace#rot90Z (param $0 i32) + (local $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rotated90Z + local.tee $1 + i32.store + local.get $0 + local.get $1 + i64.load offset=8 + i64.store offset=8 + local.get $0 + local.get $1 + i32.load offset=20 + i32.store offset=20 + local.get $0 + local.get $1 + i32.load offset=24 + i32.store offset=24 + local.get $0 + local.get $1 + i32.load offset=28 + i32.store offset=28 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/SomaSolution/SomaSolution#getRotations~anonymous|0 (param $0 i32) (param $1 i32) (param $2 i32) (result i32) + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getAllRotations + ) + (func $~lib/rt/itcms/__pin (param $0 i32) (result i32) + (local $1 i32) + local.get $0 + if + local.get $0 + i32.const 20 + i32.sub + local.tee $1 + i32.load offset=4 + i32.const 3 + i32.and + i32.const 3 + i32.eq + if + i32.const 2112 + i32.const 1120 + i32.const 337 + i32.const 7 + call $~lib/builtins/abort + unreachable + end + local.get $1 + call $~lib/rt/itcms/Object#unlink + local.get $1 + global.get $~lib/rt/itcms/pinSpace + i32.const 3 + call $~lib/rt/itcms/Object#linkTo + end + local.get $0 + ) + (func $~lib/rt/itcms/__unpin (param $0 i32) + local.get $0 + i32.eqz + if + return + end + local.get $0 + i32.const 20 + i32.sub + local.tee $0 + i32.load offset=4 + i32.const 3 + i32.and + i32.const 3 + i32.ne + if + i32.const 2176 + i32.const 1120 + i32.const 351 + i32.const 5 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/rt/itcms/state + i32.const 1 + i32.eq + if + local.get $0 + call $~lib/rt/itcms/Object#makeGray + else + local.get $0 + call $~lib/rt/itcms/Object#unlink + local.get $0 + global.get $~lib/rt/itcms/fromSpace + global.get $~lib/rt/itcms/white + call $~lib/rt/itcms/Object#linkTo + end + ) + (func $~lib/rt/itcms/__collect + global.get $~lib/rt/itcms/state + i32.const 0 + i32.gt_s + if + loop $while-continue|0 + global.get $~lib/rt/itcms/state + if + call $~lib/rt/itcms/step + drop + br $while-continue|0 + end + end + end + call $~lib/rt/itcms/step + drop + loop $while-continue|1 + global.get $~lib/rt/itcms/state + if + call $~lib/rt/itcms/step + drop + br $while-continue|1 + end + end + global.get $~lib/rt/itcms/total + i64.extend_i32_u + i64.const 200 + i64.mul + i64.const 100 + i64.div_u + i32.wrap_i64 + i32.const 1024 + i32.add + global.set $~lib/rt/itcms/threshold + ) + (func $~lib/rt/__visit_members (param $0 i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + block $folding-inner0 + block $folding-inner3 + block $folding-inner2 + block $invalid + block $~lib/function/Function<%28assembly/VoxelSpace/VoxelSpace%2Ci32%2C~lib/array/Array%29=>~lib/array/Array> + block $assembly/VoxelSpace/Extrema + block $assembly/VoxelSpace/VoxelSpace + block $assembly/SomaSolver/SomaSolver + block $~lib/string/String + block $~lib/arraybuffer/ArrayBuffer + local.get $0 + i32.const 8 + i32.sub + i32.load + br_table $~lib/arraybuffer/ArrayBuffer $~lib/string/String $folding-inner3 $folding-inner0 $folding-inner3 $folding-inner2 $assembly/SomaSolver/SomaSolver $assembly/VoxelSpace/VoxelSpace $folding-inner3 $folding-inner2 $folding-inner2 $assembly/VoxelSpace/Extrema $folding-inner0 $folding-inner2 $~lib/function/Function<%28assembly/VoxelSpace/VoxelSpace%2Ci32%2C~lib/array/Array%29=>~lib/array/Array> $invalid + end + return + end + return + end + local.get $0 + i32.load + local.tee $1 + if + local.get $1 + call $~lib/rt/itcms/__visit + end + local.get $0 + i32.load offset=16 + local.tee $0 + if + local.get $0 + call $~lib/rt/itcms/__visit + end + return + end + return + end + return + end + local.get $0 + i32.load offset=4 + call $~lib/rt/itcms/__visit + return + end + unreachable + end + local.get $0 + i32.load offset=4 + local.tee $1 + local.get $0 + i32.load offset=12 + i32.const 2 + i32.shl + i32.add + local.set $2 + loop $while-continue|0 + local.get $1 + local.get $2 + i32.lt_u + if + local.get $1 + i32.load + local.tee $3 + if + local.get $3 + call $~lib/rt/itcms/__visit + end + local.get $1 + i32.const 4 + i32.add + local.set $1 + br $while-continue|0 + end + end + br $folding-inner0 + end + local.get $0 + i32.load + local.tee $0 + if + local.get $0 + call $~lib/rt/itcms/__visit + end + return + end + local.get $0 + i32.load + call $~lib/rt/itcms/__visit + ) + (func $~start + memory.size + i32.const 16 + i32.shl + i32.const 18732 + i32.sub + i32.const 1 + i32.shr_u + global.set $~lib/rt/itcms/threshold + i32.const 1168 + call $~lib/rt/itcms/initLazy + global.set $~lib/rt/itcms/pinSpace + i32.const 1200 + call $~lib/rt/itcms/initLazy + global.set $~lib/rt/itcms/toSpace + i32.const 1344 + call $~lib/rt/itcms/initLazy + global.set $~lib/rt/itcms/fromSpace + ) + (func $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 2348 + i32.lt_s + if + i32.const 18752 + i32.const 18800 + i32.const 1 + i32.const 1 + call $~lib/builtins/abort + unreachable + end + ) + (func $assembly/VoxelSpace/VoxelSpace#getXAxisSpins (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $1 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#clone + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=4 + local.get $1 + local.get $0 + call $~lib/array/Array#push + loop $for-loop|0 + local.get $2 + i32.const 3 + i32.lt_s + if + local.get $1 + local.get $2 + call $~lib/array/Array#__get + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=4 + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rotated90X + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=4 + local.get $1 + local.get $0 + call $~lib/array/Array#push + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + loop $for-loop|0 + local.get $3 + local.get $1 + i32.load offset=12 + i32.lt_s + if + i32.const 0 + local.set $4 + i32.const 0 + local.set $2 + loop $for-loop|1 + local.get $2 + local.get $0 + i32.load offset=12 + i32.lt_s + if + block $for-break1 + local.get $1 + local.get $3 + call $~lib/array/Array#__get + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store + local.get $0 + local.get $2 + call $~lib/array/Array#__get + local.set $6 + global.get $~lib/memory/__stack_pointer + local.get $6 + i32.store offset=4 + local.get $5 + local.get $6 + call $assembly/VoxelSpace/VoxelSpace#matches + if + i32.const 1 + local.set $4 + br $for-break1 + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|1 + end + end + end + local.get $4 + i32.eqz + if + local.get $1 + local.get $3 + call $~lib/array/Array#__get + local.set $2 + global.get $~lib/memory/__stack_pointer + local.get $2 + i32.store offset=4 + local.get $0 + local.get $2 + call $~lib/array/Array#push + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/VoxelSpace/VoxelSpace#getUniqueRotations (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $2 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#clone + local.tee $0 + i32.store offset=4 + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=8 + local.get $2 + local.get $0 + call $assembly/VoxelSpace/VoxelSpace.pushNewUniqueSpaces + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $2 + ) + (func $assembly/SomaSolution/SomaSolution#addSpace (param $0 i32) (param $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load + local.tee $0 + i32.store + local.get $0 + local.get $1 + call $~lib/array/Array#push + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/SomaSolver/SomaSolver#backtrackSolve (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (param $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + (local $10 i32) + (local $11 i32) + (local $12 i32) + (local $13 i64) + (local $14 i32) + (local $15 i32) + global.get $~lib/memory/__stack_pointer + i32.const 28 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=16 + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=24 + global.get $~lib/memory/__stack_pointer + local.get $2 + i32.const 0 + call $~lib/array/Array#__get + local.tee $11 + i32.store + loop $for-loop|0 + local.get $9 + local.get $11 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $11 + local.get $9 + call $~lib/array/Array#__get + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store offset=4 + block $__inlined_func$assembly/VoxelSpace/VoxelSpace#plus (result i32) + local.get $5 + i64.load offset=8 + local.tee $13 + local.get $1 + i64.load offset=8 + i64.or + local.get $13 + local.get $1 + i64.load offset=8 + i64.xor + i64.eq + if + local.get $1 + i32.load offset=16 + local.get $1 + i32.load offset=20 + local.get $1 + i32.load offset=24 + local.get $1 + i32.load offset=28 + local.get $13 + local.get $1 + i64.load offset=8 + i64.or + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + br $__inlined_func$assembly/VoxelSpace/VoxelSpace#plus + end + i32.const 0 + end + local.tee $10 + i32.store offset=8 + local.get $10 + if + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.load offset=4 + local.get $3 + i32.load offset=8 + local.get $3 + i32.load offset=12 + call $assembly/SomaSolution/SomaSolution#constructor + local.tee $8 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.load + local.tee $6 + i32.store offset=4 + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.load + local.tee $7 + i32.store offset=8 + local.get $8 + local.get $6 + local.get $7 + i32.load offset=12 + call $~lib/array/Array#slice + call $assembly/SomaSolver/SomaSolver#set:solutionCube + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $8 + i32.store offset=12 + local.get $11 + local.get $9 + call $~lib/array/Array#__get + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store offset=4 + local.get $8 + local.get $5 + call $assembly/SomaSolution/SomaSolution#addSpace + local.get $2 + i32.load offset=12 + i32.const 1 + i32.eq + if + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=16 + local.tee $1 + i32.store offset=16 + local.get $1 + local.get $8 + call $~lib/array/Array#push + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=4 + local.get $0 + i32.load offset=8 + local.get $0 + i32.load offset=12 + call $assembly/SomaSolution/SomaSolution#constructor + i32.store offset=20 + global.get $~lib/memory/__stack_pointer + i32.const 28 + i32.add + global.set $~lib/memory/__stack_pointer + return + else + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + i32.const 1 + local.get $2 + i32.load offset=12 + local.tee $5 + local.get $5 + i32.const 1 + i32.gt_s + select + local.set $7 + global.get $~lib/memory/__stack_pointer + local.get $5 + local.get $7 + i32.sub + local.tee $5 + i32.const 0 + local.get $5 + i32.const 0 + i32.gt_s + select + local.tee $12 + i32.const 13 + i32.const 0 + call $~lib/rt/__newArray + local.tee $6 + i32.store + local.get $6 + i32.load offset=4 + local.set $14 + local.get $2 + i32.load offset=4 + local.get $7 + i32.const 2 + i32.shl + i32.add + local.set $7 + i32.const 0 + local.set $5 + local.get $12 + i32.const 2 + i32.shl + local.set $12 + loop $while-continue|0 + local.get $5 + local.get $12 + i32.lt_u + if + local.get $5 + local.get $14 + i32.add + local.get $5 + local.get $7 + i32.add + i32.load + local.tee $15 + i32.store + local.get $6 + local.get $15 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $5 + i32.const 4 + i32.add + local.set $5 + br $while-continue|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + local.get $6 + i32.store offset=24 + local.get $0 + local.get $10 + local.get $6 + local.get $8 + local.get $4 + i32.const 1 + i32.add + call $assembly/SomaSolver/SomaSolver#backtrackSolve + end + end + local.get $9 + i32.const 1 + i32.add + local.set $9 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 28 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/VoxelSpace/VoxelSpace#getAllRotations (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $2 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#clone + local.tee $0 + i32.store offset=4 + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $~lib/array/Array#concat + local.tee $2 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $~lib/array/Array#concat + local.tee $2 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $~lib/array/Array#concat + local.tee $2 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Y + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $~lib/array/Array#concat + local.tee $2 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $2 + local.get $1 + call $~lib/array/Array#concat + local.tee $1 + i32.store + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#rot90Z + global.get $~lib/memory/__stack_pointer + local.get $0 + call $assembly/VoxelSpace/VoxelSpace#getXAxisSpins + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=8 + local.get $1 + local.get $0 + call $~lib/array/Array#concat + local.tee $0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + ) + (func $assembly/SomaSolution/SomaSolution#getRotations (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + (local $10 i32) + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=16 + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $6 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load + local.tee $2 + i32.store offset=4 + local.get $2 + i32.load offset=12 + i32.eqz + if + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $6 + return + end + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load + local.tee $1 + i32.store offset=4 + global.get $~lib/memory/__stack_pointer + i32.const 1952 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.load offset=12 + local.tee $3 + i32.const 13 + i32.const 0 + call $~lib/rt/__newArray + local.tee $2 + i32.store + local.get $2 + i32.load offset=4 + local.set $9 + loop $for-loop|0 + local.get $4 + local.get $3 + local.get $1 + i32.load offset=12 + local.tee $5 + local.get $3 + local.get $5 + i32.lt_s + select + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.const 2 + i32.shl + local.tee $10 + local.get $1 + i32.load offset=4 + i32.add + i32.load + local.tee $5 + i32.store offset=4 + global.get $~lib/memory/__stack_pointer + local.get $5 + local.get $4 + local.get $1 + i32.const 1952 + i32.load + call_indirect $0 (type $i32_i32_i32_=>_i32) + local.tee $5 + i32.store offset=8 + local.get $9 + local.get $10 + i32.add + local.get $5 + i32.store + local.get $2 + local.get $5 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $2 + i32.store offset=12 + loop $for-loop|00 + local.get $2 + i32.const 0 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=4 + local.get $7 + local.get $1 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=4 + local.get $0 + i32.load offset=8 + local.get $0 + i32.load offset=12 + call $assembly/SomaSolution/SomaSolution#constructor + local.tee $4 + i32.store offset=16 + i32.const 0 + local.set $1 + loop $for-loop|1 + local.get $1 + local.get $2 + i32.load offset=12 + i32.lt_s + if + local.get $2 + local.get $1 + call $~lib/array/Array#__get + local.set $3 + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.store offset=8 + local.get $3 + local.get $7 + call $~lib/array/Array#__get + local.set $3 + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.store offset=8 + local.get $4 + local.get $3 + call $assembly/SomaSolution/SomaSolution#addSpace + local.get $1 + i32.const 1 + i32.add + local.set $1 + br $for-loop|1 + end + end + local.get $6 + local.get $4 + call $~lib/array/Array#push + local.get $7 + i32.const 1 + i32.add + local.set $7 + br $for-loop|00 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $6 + ) + (func $assembly/SomaSolution/SomaSolution.filterUnique (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + (local $10 i32) + (local $11 i32) + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $3 + i32.store + local.get $0 + i32.load offset=12 + i32.eqz + if + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $3 + return + end + local.get $0 + i32.const 0 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=4 + local.get $3 + local.get $1 + call $~lib/array/Array#push + loop $for-loop|0 + local.get $4 + local.get $0 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $0 + local.get $4 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=8 + local.get $1 + call $assembly/SomaSolution/SomaSolution#getRotations + local.tee $9 + i32.store offset=12 + i32.const 0 + local.set $1 + i32.const 0 + local.set $5 + loop $for-loop|1 + local.get $5 + local.get $9 + i32.load offset=12 + i32.lt_s + if + local.get $3 + i32.load offset=12 + local.set $11 + i32.const 0 + local.set $6 + loop $for-loop|2 + local.get $6 + local.get $11 + i32.lt_s + if + local.get $9 + local.get $5 + call $~lib/array/Array#__get + local.set $8 + global.get $~lib/memory/__stack_pointer + local.get $8 + i32.store offset=8 + local.get $3 + local.get $6 + call $~lib/array/Array#__get + local.set $10 + global.get $~lib/memory/__stack_pointer + local.get $10 + i32.store offset=4 + i32.const 1 + local.get $1 + block $__inlined_func$assembly/SomaSolution/SomaSolution#matches (result i32) + i32.const 0 + local.set $2 + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + loop $for-loop|00 + global.get $~lib/memory/__stack_pointer + local.get $8 + i32.load + local.tee $1 + i32.store + local.get $2 + local.get $1 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $8 + i32.load + local.tee $1 + i32.store offset=8 + local.get $1 + local.get $2 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $10 + i32.load + local.tee $7 + i32.store offset=8 + local.get $7 + local.get $2 + call $~lib/array/Array#__get + local.set $7 + global.get $~lib/memory/__stack_pointer + local.get $7 + i32.store offset=4 + local.get $1 + local.get $7 + call $assembly/VoxelSpace/VoxelSpace#matches + i32.eqz + if + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + i32.const 0 + br $__inlined_func$assembly/SomaSolution/SomaSolution#matches + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|00 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + i32.const 1 + end + select + local.set $1 + local.get $6 + i32.const 1 + i32.add + local.set $6 + br $for-loop|2 + end + end + local.get $5 + i32.const 1 + i32.add + local.set $5 + br $for-loop|1 + end + end + local.get $1 + i32.eqz + if + local.get $0 + local.get $4 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=4 + local.get $3 + local.get $1 + call $~lib/array/Array#push + end + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $3 + ) + (func $assembly/SomaSolver/SomaSolver#solve (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + (local $10 i32) + (local $11 i32) + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=16 + local.get $1 + i32.load offset=12 + i32.eqz + if + i32.const 1552 + i32.const 1696 + i32.const 19 + i32.const 13 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=16 + local.tee $2 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=16 + local.tee $3 + i32.store offset=4 + local.get $2 + local.get $3 + i32.load offset=12 + call $~lib/array/Array#splice + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array<~lib/array/Array>#constructor + local.tee $6 + i32.store offset=8 + i32.const 1 + local.set $2 + loop $for-loop|0 + local.get $2 + local.get $1 + i32.load offset=12 + i32.lt_s + if + local.get $1 + local.get $2 + call $~lib/array/Array#__get + local.set $4 + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.store offset=4 + local.get $0 + i32.load offset=4 + local.set $8 + local.get $0 + i32.load offset=8 + local.set $9 + local.get $0 + i32.load offset=12 + local.set $10 + i32.const 0 + local.set $3 + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + local.get $4 + call $assembly/VoxelSpace/VoxelSpace#getUniqueRotations + local.tee $7 + i32.store + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $4 + i32.store offset=4 + loop $for-loop|00 + local.get $3 + local.get $7 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $7 + local.get $3 + call $~lib/array/Array#__get + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store offset=8 + local.get $5 + local.get $8 + local.get $9 + local.get $10 + call $assembly/VoxelSpace/VoxelSpace#getAllPositionsInPrism + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store offset=8 + local.get $4 + local.get $5 + call $~lib/array/Array#concat + local.tee $4 + i32.store offset=4 + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|00 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.add + global.set $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.store offset=4 + local.get $6 + local.get $4 + call $~lib/array/Array#push + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array<~lib/array/Array>#constructor + local.tee $2 + i32.store offset=12 + local.get $1 + i32.const 0 + call $~lib/array/Array#__get + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=4 + local.get $1 + local.get $0 + i32.load offset=4 + local.get $0 + i32.load offset=8 + local.get $0 + i32.load offset=12 + call $assembly/VoxelSpace/VoxelSpace#getAllPositionsInPrism + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=4 + local.get $2 + local.get $1 + call $~lib/array/Array#push + global.get $~lib/memory/__stack_pointer + local.get $2 + local.get $6 + call $~lib/array/Array<~lib/array/Array>#concat + local.tee $2 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load + local.tee $3 + i32.store offset=4 + local.get $0 + i32.load offset=4 + local.get $0 + i32.load offset=8 + local.get $0 + i32.load offset=12 + call $assembly/SomaSolution/SomaSolution#constructor + local.set $1 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=16 + local.get $0 + local.get $3 + local.get $2 + local.get $1 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#backtrackSolve + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=16 + local.tee $1 + i32.store + local.get $0 + local.get $1 + call $assembly/SomaSolution/SomaSolution.filterUnique + call $assembly/SomaSolver/SomaSolver#set:solutions + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $assembly/index/solve (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (result i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i64) + global.get $~lib/memory/__stack_pointer + i32.const 28 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=8 + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store offset=16 + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store offset=24 + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 20 + i32.const 6 + call $~lib/rt/itcms/__new + local.tee $4 + i32.store + local.get $4 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $4 + i32.const 0 + i32.store offset=4 + local.get $4 + i32.const 0 + i32.store offset=8 + local.get $4 + i32.const 0 + i32.store offset=12 + local.get $4 + call $~lib/array/Array#constructor + call $assembly/SomaSolver/SomaSolver#set:solutions + local.get $4 + local.get $1 + i32.store offset=4 + local.get $4 + local.get $2 + i32.store offset=8 + local.get $4 + local.get $3 + i32.store offset=12 + local.get $4 + i32.const 0 + local.get $1 + local.get $2 + local.get $3 + i64.const 0 + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + call $assembly/SomaSolver/SomaSolver#set:solutionCube + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $4 + i32.store + global.get $~lib/memory/__stack_pointer + call $~lib/array/Array#constructor + local.tee $6 + i32.store offset=4 + loop $for-loop|0 + local.get $5 + local.get $0 + i32.load offset=12 + i32.lt_s + if + local.get $5 + local.get $0 + i32.load offset=12 + i32.ge_u + if + i32.const 1248 + i32.const 1504 + i32.const 99 + i32.const 42 + call $~lib/builtins/abort + unreachable + end + local.get $5 + local.get $1 + local.get $2 + local.get $3 + local.get $0 + i32.load offset=4 + local.get $5 + i32.const 3 + i32.shl + i32.add + i64.load + i32.const 1 + call $assembly/VoxelSpace/VoxelSpace#constructor + local.set $8 + global.get $~lib/memory/__stack_pointer + local.get $8 + i32.store offset=8 + local.get $6 + local.get $8 + call $~lib/array/Array#push + local.get $5 + i32.const 1 + i32.add + local.set $5 + br $for-loop|0 + end + end + local.get $4 + local.get $6 + call $assembly/SomaSolver/SomaSolver#solve + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.load offset=16 + local.tee $1 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.load offset=16 + local.tee $2 + i32.store offset=4 + local.get $1 + local.get $2 + i32.load offset=12 + call $~lib/array/Array#slice + local.set $2 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $2 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.const 5 + call $~lib/rt/itcms/__new + local.tee $1 + i32.store + local.get $1 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $1 + i32.const 0 + i32.store offset=4 + local.get $1 + i32.const 0 + i32.store offset=8 + local.get $1 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 32 + i32.const 0 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store offset=4 + local.get $0 + i32.const 32 + call $~lib/memory/memory.fill + local.get $1 + local.get $0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $1 + local.get $0 + i32.store offset=4 + local.get $1 + i32.const 32 + i32.store offset=8 + local.get $1 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + i32.store offset=16 + loop $for-loop|1 + local.get $7 + local.get $2 + i32.load offset=12 + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $2 + local.get $7 + call $~lib/array/Array#__get + local.set $0 + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=20 + local.get $0 + i32.load + local.tee $3 + i32.store offset=24 + local.get $3 + i32.load offset=12 + local.set $4 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.const 4 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store + global.get $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + local.get $0 + i32.eqz + if + global.get $~lib/memory/__stack_pointer + i32.const 12 + i32.const 2 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store + end + local.get $0 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + local.get $4 + i32.const 134217727 + i32.gt_u + if + i32.const 1456 + i32.const 1984 + i32.const 18 + i32.const 57 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.const 3 + i32.shl + local.tee $5 + i32.const 0 + call $~lib/rt/itcms/__new + local.tee $4 + i32.store offset=4 + local.get $4 + local.get $5 + call $~lib/memory/memory.fill + local.get $0 + local.get $4 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + local.get $4 + i32.store offset=4 + local.get $0 + local.get $5 + i32.store offset=8 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store offset=8 + local.get $1 + local.get $0 + call $~lib/array/Array#push + i32.const 0 + local.set $0 + loop $for-loop|2 + local.get $0 + local.get $3 + i32.load offset=12 + i32.lt_s + if + local.get $1 + local.get $7 + call $~lib/array/Array#__get + local.set $4 + global.get $~lib/memory/__stack_pointer + local.get $4 + i32.store offset=20 + local.get $3 + local.get $0 + call $~lib/array/Array#__get + local.set $5 + global.get $~lib/memory/__stack_pointer + local.get $5 + i32.store offset=8 + local.get $5 + i64.load offset=8 + local.set $9 + local.get $0 + local.get $4 + i32.load offset=8 + i32.const 3 + i32.shr_u + i32.ge_u + if + i32.const 1248 + i32.const 2048 + i32.const 980 + i32.const 64 + call $~lib/builtins/abort + unreachable + end + local.get $4 + i32.load offset=4 + local.get $0 + i32.const 3 + i32.shl + i32.add + local.get $9 + i64.store + local.get $0 + i32.const 1 + i32.add + local.set $0 + br $for-loop|2 + end + end + local.get $7 + i32.const 1 + i32.add + local.set $7 + br $for-loop|1 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 28 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $assembly/VoxelSpace/VoxelSpace#getExtrema (param $0 i32) (result i32) + (local $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=20 + local.set $3 + local.get $0 + i32.load offset=24 + local.set $5 + local.get $0 + i32.load offset=28 + local.set $6 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 24 + i32.const 11 + call $~lib/rt/itcms/__new + local.tee $1 + i32.store + local.get $1 + i32.const 0 + i32.store + local.get $1 + local.get $3 + i32.store offset=4 + local.get $1 + i32.const 0 + i32.store offset=8 + local.get $1 + local.get $5 + i32.store offset=12 + local.get $1 + i32.const 0 + i32.store offset=16 + local.get $1 + local.get $6 + i32.store offset=20 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + i32.store + loop $for-loop|0 + local.get $4 + local.get $0 + i32.load offset=20 + i32.lt_s + if + i32.const 0 + local.set $2 + loop $for-loop|1 + local.get $2 + local.get $0 + i32.load offset=24 + i32.lt_s + if + i32.const 0 + local.set $3 + loop $for-loop|2 + local.get $3 + local.get $0 + i32.load offset=28 + i32.lt_s + if + local.get $0 + local.get $4 + local.get $2 + local.get $3 + call $assembly/VoxelSpace/VoxelSpace#at + if + local.get $1 + local.get $1 + i32.load + f64.convert_i32_s + local.get $4 + f64.convert_i32_s + f64.max + i32.trunc_f64_s + i32.store + local.get $1 + local.get $1 + i32.load offset=4 + f64.convert_i32_s + local.get $4 + f64.convert_i32_s + f64.min + i32.trunc_f64_s + i32.store offset=4 + local.get $1 + local.get $1 + i32.load offset=8 + f64.convert_i32_s + local.get $2 + f64.convert_i32_s + f64.max + i32.trunc_f64_s + i32.store offset=8 + local.get $1 + local.get $1 + i32.load offset=12 + f64.convert_i32_s + local.get $2 + f64.convert_i32_s + f64.min + i32.trunc_f64_s + i32.store offset=12 + local.get $1 + local.get $1 + i32.load offset=16 + f64.convert_i32_s + local.get $3 + f64.convert_i32_s + f64.max + i32.trunc_f64_s + i32.store offset=16 + local.get $1 + local.get $1 + i32.load offset=20 + f64.convert_i32_s + local.get $3 + f64.convert_i32_s + f64.min + i32.trunc_f64_s + i32.store offset=20 + end + local.get $3 + i32.const 1 + i32.add + local.set $3 + br $for-loop|2 + end + end + local.get $2 + i32.const 1 + i32.add + local.set $2 + br $for-loop|1 + end + end + local.get $4 + i32.const 1 + i32.add + local.set $4 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $assembly/VoxelSpace/VoxelSpace#constructor (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (param $4 i64) (param $5 i32) (result i32) + (local $6 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 32 + i32.const 7 + call $~lib/rt/itcms/__new + local.tee $6 + i32.store + local.get $6 + i32.const 0 + i32.store + local.get $6 + i64.const 0 + i64.store offset=8 + local.get $6 + i32.const 0 + i32.store offset=16 + local.get $6 + i32.const 0 + i32.store offset=20 + local.get $6 + i32.const 0 + i32.store offset=24 + local.get $6 + i32.const 0 + i32.store offset=28 + local.get $6 + local.get $0 + i32.store offset=16 + local.get $6 + local.get $3 + local.get $1 + local.get $2 + i32.mul + i32.mul + i32.store + local.get $6 + local.get $1 + i32.store offset=20 + local.get $6 + local.get $2 + i32.store offset=24 + local.get $6 + local.get $3 + i32.store offset=28 + local.get $6 + local.get $4 + i64.store offset=8 + local.get $5 + if + local.get $6 + call $assembly/VoxelSpace/VoxelSpace#cullEmptySpace + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $6 + ) + (func $~lib/array/Array#constructor (result i32) + (local $0 i32) + (local $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.const 10 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store + local.get $0 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 32 + i32.const 0 + call $~lib/rt/itcms/__new + local.tee $1 + i32.store offset=4 + local.get $1 + i32.const 32 + call $~lib/memory/memory.fill + local.get $0 + local.get $1 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + local.get $1 + i32.store offset=4 + local.get $0 + i32.const 32 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + ) + (func $~lib/array/Array#constructor (result i32) + (local $0 i32) + (local $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.const 9 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store + local.get $0 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 32 + i32.const 0 + call $~lib/rt/itcms/__new + local.tee $1 + i32.store offset=4 + local.get $1 + i32.const 32 + call $~lib/memory/memory.fill + local.get $0 + local.get $1 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + local.get $1 + i32.store offset=4 + local.get $0 + i32.const 32 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + ) + (func $~lib/rt/__newArray (param $0 i32) (param $1 i32) (param $2 i32) (result i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.const 2 + i32.shl + local.tee $4 + i32.const 0 + call $~lib/rt/itcms/__new + local.set $3 + local.get $2 + if + local.get $3 + local.get $2 + local.get $4 + call $~lib/memory/memory.copy + end + local.get $3 + i32.store + i32.const 16 + local.get $1 + call $~lib/rt/itcms/__new + local.tee $1 + local.get $3 + i32.store + local.get $1 + local.get $3 + i32.const 0 + call $~lib/rt/itcms/__link + local.get $1 + local.get $3 + i32.store offset=4 + local.get $1 + local.get $4 + i32.store offset=8 + local.get $1 + local.get $0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $~lib/array/Array#splice (param $0 i32) (param $1 i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + i32.const 0 + local.get $0 + i32.load offset=12 + local.tee $3 + local.get $3 + i32.const 0 + i32.gt_s + select + local.set $2 + global.get $~lib/memory/__stack_pointer + local.get $1 + local.get $3 + local.get $2 + i32.sub + local.tee $4 + local.get $1 + local.get $4 + i32.lt_s + select + local.tee $1 + i32.const 0 + local.get $1 + i32.const 0 + i32.gt_s + select + local.tee $1 + i32.const 10 + i32.const 0 + call $~lib/rt/__newArray + local.tee $4 + i32.store + local.get $4 + i32.load offset=4 + local.get $0 + i32.load offset=4 + local.tee $4 + local.get $2 + i32.const 2 + i32.shl + i32.add + local.tee $5 + local.get $1 + i32.const 2 + i32.shl + call $~lib/memory/memory.copy + local.get $3 + local.get $1 + local.get $2 + i32.add + local.tee $2 + i32.ne + if + local.get $5 + local.get $4 + local.get $2 + i32.const 2 + i32.shl + i32.add + local.get $3 + local.get $2 + i32.sub + i32.const 2 + i32.shl + call $~lib/memory/memory.copy + end + local.get $0 + local.get $3 + local.get $1 + i32.sub + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + (func $~lib/array/Array<~lib/array/Array>#constructor (result i32) + (local $0 i32) + (local $1 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.const 13 + call $~lib/rt/itcms/__new + local.tee $0 + i32.store + local.get $0 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + i32.const 0 + i32.store offset=4 + local.get $0 + i32.const 0 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 32 + i32.const 0 + call $~lib/rt/itcms/__new + local.tee $1 + i32.store offset=4 + local.get $1 + i32.const 32 + call $~lib/memory/memory.fill + local.get $0 + local.get $1 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $0 + local.get $1 + i32.store offset=4 + local.get $0 + i32.const 32 + i32.store offset=8 + local.get $0 + i32.const 0 + i32.store offset=12 + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + ) + (func $~lib/array/Array#__get (param $0 i32) (param $1 i32) (result i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + local.get $1 + local.get $0 + i32.load offset=12 + i32.ge_u + if + i32.const 1248 + i32.const 1504 + i32.const 99 + i32.const 42 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=4 + local.get $1 + i32.const 2 + i32.shl + i32.add + i32.load + local.tee $0 + i32.store + local.get $0 + i32.eqz + if + i32.const 1760 + i32.const 1504 + i32.const 103 + i32.const 40 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $0 + ) + (func $assembly/VoxelSpace/VoxelSpace#getAllPositionsInPrism (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (result i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + (local $8 i32) + (local $9 i32) + (local $10 i32) + (local $11 i32) + (local $12 i32) + (local $13 i32) + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i64.const 0 + i64.store + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.const 9 + i32.const 1888 + call $~lib/rt/__newArray + local.tee $10 + i32.store + local.get $1 + local.get $0 + i32.load offset=20 + i32.lt_s + if (result i32) + i32.const 1 + else + local.get $2 + local.get $0 + i32.load offset=24 + i32.lt_s + end + if (result i32) + i32.const 1 + else + local.get $3 + local.get $0 + i32.load offset=28 + i32.lt_s + end + if + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $10 + return + end + loop $for-loop|0 + local.get $11 + local.get $1 + local.get $0 + i32.load offset=20 + i32.sub + i32.const 1 + i32.add + i32.lt_s + if + i32.const 0 + local.set $8 + loop $for-loop|1 + local.get $8 + local.get $2 + local.get $0 + i32.load offset=24 + i32.sub + i32.const 1 + i32.add + i32.lt_s + if + i32.const 0 + local.set $9 + loop $for-loop|2 + local.get $9 + local.get $3 + local.get $0 + i32.load offset=28 + i32.sub + i32.const 1 + i32.add + i32.lt_s + if + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.load offset=16 + local.get $1 + local.get $2 + local.get $3 + i64.const 0 + i32.const 0 + call $assembly/VoxelSpace/VoxelSpace#constructor + local.tee $4 + i32.store offset=4 + i32.const 0 + local.set $5 + loop $for-loop|3 + local.get $5 + local.get $0 + i32.load offset=20 + i32.lt_s + if + i32.const 0 + local.set $6 + loop $for-loop|4 + local.get $6 + local.get $0 + i32.load offset=24 + i32.lt_s + if + i32.const 0 + local.set $7 + loop $for-loop|5 + local.get $7 + local.get $0 + i32.load offset=28 + i32.lt_s + if + local.get $0 + local.get $5 + local.get $6 + local.get $7 + call $assembly/VoxelSpace/VoxelSpace#at + i32.const 1 + local.get $7 + local.get $9 + i32.add + local.get $5 + local.get $11 + i32.add + local.get $4 + i32.load offset=24 + local.get $4 + i32.load offset=28 + i32.mul + i32.mul + local.get $4 + i32.load offset=28 + local.get $6 + local.get $8 + i32.add + i32.mul + i32.add + i32.add + i32.shl + local.set $12 + if + local.get $4 + local.get $4 + i64.load offset=8 + local.get $12 + i64.extend_i32_s + i64.or + i64.store offset=8 + else + local.get $4 + local.get $4 + i64.load offset=8 + local.get $12 + i32.const -1 + i32.xor + i64.extend_i32_s + i64.and + i64.store offset=8 + end + local.get $7 + i32.const 1 + i32.add + local.set $7 + br $for-loop|5 + end + end + local.get $6 + i32.const 1 + i32.add + local.set $6 + br $for-loop|4 + end + end + local.get $5 + i32.const 1 + i32.add + local.set $5 + br $for-loop|3 + end + end + local.get $10 + local.get $4 + call $~lib/array/Array#push + local.get $9 + i32.const 1 + i32.add + local.set $9 + br $for-loop|2 + end + end + local.get $8 + i32.const 1 + i32.add + local.set $8 + br $for-loop|1 + end + end + local.get $11 + i32.const 1 + i32.add + local.set $11 + br $for-loop|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 8 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $10 + ) + (func $~lib/array/Array#concat (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + local.get $0 + i32.load offset=12 + local.tee $2 + local.get $1 + i32.load offset=12 + i32.const 0 + local.get $1 + select + local.tee $6 + i32.add + local.tee $3 + i32.const 268435455 + i32.gt_u + if + i32.const 1456 + i32.const 1504 + i32.const 229 + i32.const 60 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.const 9 + i32.const 0 + call $~lib/rt/__newArray + local.tee $3 + i32.store + local.get $3 + i32.load offset=4 + local.set $5 + local.get $2 + i32.const 2 + i32.shl + local.set $2 + local.get $0 + i32.load offset=4 + local.set $0 + loop $for-loop|0 + local.get $2 + local.get $4 + i32.gt_u + if + local.get $4 + local.get $5 + i32.add + local.get $0 + local.get $4 + i32.add + i32.load + local.tee $7 + i32.store + local.get $3 + local.get $7 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $4 + i32.const 4 + i32.add + local.set $4 + br $for-loop|0 + end + end + local.get $2 + local.get $5 + i32.add + local.set $4 + local.get $1 + i32.load offset=4 + local.set $1 + local.get $6 + i32.const 2 + i32.shl + local.set $5 + i32.const 0 + local.set $0 + loop $for-loop|1 + local.get $0 + local.get $5 + i32.lt_u + if + local.get $0 + local.get $4 + i32.add + local.get $0 + local.get $1 + i32.add + i32.load + local.tee $2 + i32.store + local.get $3 + local.get $2 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $0 + i32.const 4 + i32.add + local.set $0 + br $for-loop|1 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $3 + ) + (func $~lib/array/Array<~lib/array/Array>#concat (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + (local $6 i32) + (local $7 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + local.get $0 + i32.load offset=12 + local.tee $2 + local.get $1 + i32.load offset=12 + i32.const 0 + local.get $1 + select + local.tee $6 + i32.add + local.tee $3 + i32.const 268435455 + i32.gt_u + if + i32.const 1456 + i32.const 1504 + i32.const 229 + i32.const 60 + call $~lib/builtins/abort + unreachable + end + global.get $~lib/memory/__stack_pointer + local.get $3 + i32.const 13 + i32.const 0 + call $~lib/rt/__newArray + local.tee $3 + i32.store + local.get $3 + i32.load offset=4 + local.set $5 + local.get $2 + i32.const 2 + i32.shl + local.set $2 + local.get $0 + i32.load offset=4 + local.set $0 + loop $for-loop|0 + local.get $2 + local.get $4 + i32.gt_u + if + local.get $4 + local.get $5 + i32.add + local.get $0 + local.get $4 + i32.add + i32.load + local.tee $7 + i32.store + local.get $3 + local.get $7 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $4 + i32.const 4 + i32.add + local.set $4 + br $for-loop|0 + end + end + local.get $2 + local.get $5 + i32.add + local.set $4 + local.get $1 + i32.load offset=4 + local.set $1 + local.get $6 + i32.const 2 + i32.shl + local.set $5 + i32.const 0 + local.set $0 + loop $for-loop|1 + local.get $0 + local.get $5 + i32.lt_u + if + local.get $0 + local.get $4 + i32.add + local.get $0 + local.get $1 + i32.add + i32.load + local.tee $2 + i32.store + local.get $3 + local.get $2 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $0 + i32.const 4 + i32.add + local.set $0 + br $for-loop|1 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $3 + ) + (func $assembly/SomaSolution/SomaSolution#constructor (param $0 i32) (param $1 i32) (param $2 i32) (result i32) + (local $3 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + global.get $~lib/memory/__stack_pointer + i32.const 16 + i32.const 8 + call $~lib/rt/itcms/__new + local.tee $3 + i32.store + local.get $3 + i32.const 0 + call $assembly/SomaSolver/SomaSolver#set:solutionCube + local.get $3 + i32.const 0 + i32.store offset=4 + local.get $3 + i32.const 0 + i32.store offset=8 + local.get $3 + i32.const 0 + i32.store offset=12 + local.get $3 + local.get $0 + i32.store offset=4 + local.get $3 + local.get $1 + i32.store offset=8 + local.get $3 + local.get $2 + i32.store offset=12 + local.get $3 + i32.const 0 + i32.const 9 + i32.const 1920 + call $~lib/rt/__newArray + call $assembly/SomaSolver/SomaSolver#set:solutionCube + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $3 + ) + (func $~lib/array/Array#slice (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + i32.const 0 + local.get $0 + i32.load offset=12 + local.tee $2 + local.get $2 + i32.const 0 + i32.gt_s + select + local.set $3 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.const 0 + i32.lt_s + if (result i32) + local.get $1 + local.get $2 + i32.add + local.tee $1 + i32.const 0 + local.get $1 + i32.const 0 + i32.gt_s + select + else + local.get $1 + local.get $2 + local.get $1 + local.get $2 + i32.lt_s + select + end + local.get $3 + i32.sub + local.tee $1 + i32.const 0 + local.get $1 + i32.const 0 + i32.gt_s + select + local.tee $2 + i32.const 9 + i32.const 0 + call $~lib/rt/__newArray + local.tee $1 + i32.store + local.get $1 + i32.load offset=4 + local.set $4 + local.get $0 + i32.load offset=4 + local.get $3 + i32.const 2 + i32.shl + i32.add + local.set $3 + i32.const 0 + local.set $0 + local.get $2 + i32.const 2 + i32.shl + local.set $2 + loop $while-continue|0 + local.get $0 + local.get $2 + i32.lt_u + if + local.get $0 + local.get $4 + i32.add + local.get $0 + local.get $3 + i32.add + i32.load + local.tee $5 + i32.store + local.get $1 + local.get $5 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $0 + i32.const 4 + i32.add + local.set $0 + br $while-continue|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $~lib/array/Array#slice (param $0 i32) (param $1 i32) (result i32) + (local $2 i32) + (local $3 i32) + (local $4 i32) + (local $5 i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + i32.const 0 + i32.store + i32.const 0 + local.get $0 + i32.load offset=12 + local.tee $2 + local.get $2 + i32.const 0 + i32.gt_s + select + local.set $3 + global.get $~lib/memory/__stack_pointer + local.get $1 + i32.const 0 + i32.lt_s + if (result i32) + local.get $1 + local.get $2 + i32.add + local.tee $1 + i32.const 0 + local.get $1 + i32.const 0 + i32.gt_s + select + else + local.get $1 + local.get $2 + local.get $1 + local.get $2 + i32.lt_s + select + end + local.get $3 + i32.sub + local.tee $1 + i32.const 0 + local.get $1 + i32.const 0 + i32.gt_s + select + local.tee $2 + i32.const 10 + i32.const 0 + call $~lib/rt/__newArray + local.tee $1 + i32.store + local.get $1 + i32.load offset=4 + local.set $4 + local.get $0 + i32.load offset=4 + local.get $3 + i32.const 2 + i32.shl + i32.add + local.set $3 + i32.const 0 + local.set $0 + local.get $2 + i32.const 2 + i32.shl + local.set $2 + loop $while-continue|0 + local.get $0 + local.get $2 + i32.lt_u + if + local.get $0 + local.get $4 + i32.add + local.get $0 + local.get $3 + i32.add + i32.load + local.tee $5 + i32.store + local.get $1 + local.get $5 + i32.const 1 + call $~lib/rt/itcms/__link + local.get $0 + i32.const 4 + i32.add + local.set $0 + br $while-continue|0 + end + end + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + local.get $1 + ) + (func $export:assembly/index/solve (param $0 i32) (param $1 i32) (param $2 i32) (param $3 i32) (result i32) + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.sub + global.set $~lib/memory/__stack_pointer + call $~stack_check + global.get $~lib/memory/__stack_pointer + local.get $0 + i32.store + local.get $0 + local.get $1 + local.get $2 + local.get $3 + call $assembly/index/solve + global.get $~lib/memory/__stack_pointer + i32.const 4 + i32.add + global.set $~lib/memory/__stack_pointer + ) + ;; custom section "as-bind_bindings", size 354, contents: "{\"typeIds\":{\"~lib/array/Array<~lib/typedarray/Int64Array>\":{\"id\":5,\"byteSize\":16},\"~lib/typedarray/Int64Array\":{\"id\":4,\"byteSize\":12},\"~lib/array/Array\":{\"id\":3,\"byteSize\":16}},\"importedFunctions\":{},\"exportedFunctions\":{\"solve\":{\"returnType\":\"~lib/array/Array<~lib/typedarray/Int64Array>\",\"parameters\":[\"~lib/array/Array\",\"i32\",\"i32\",\"i32\"]}}}" +) diff --git a/public/somaesque/worker.js b/public/somaesque/worker.js new file mode 100644 index 0000000..0ee7003 --- /dev/null +++ b/public/somaesque/worker.js @@ -0,0 +1,525 @@ +// asbind/assemblyscript loader +var t="0.7.0";const e="undefined"!=typeof BigUint64Array,r=Symbol(),n=new TextDecoder("utf-16le");function s(t, e){const r=new Uint32Array(t)[e+-4>>>2]>>>1,s=new Uint16Array(t,e,r);return r<=32?String.fromCharCode.apply(String,s):n.decode(s)}function i(t){const e={};function r(t, e){return t?s(t.buffer,e):""}const n=t.env=t.env||{};return n.abort=n.abort||function(t, s, i, o){const a=e.memory||n.memory;throw Error(`abort: ${r(a,t)} at ${r(a,s)}:${i}:${o}`)},n.trace=n.trace||function(t, s, ...i){const o=e.memory||n.memory;console.log(`trace: ${r(o,t)}${s?" ":""}${i.slice(0,s).join(", ")}`)},n.seed=n.seed||Date.now,t.Math=t.Math||Math,t.Date=t.Date||Date,e}const o=function(){throw Error("Operation requires compiling with --exportRuntime")};function a(t, r){const n=r.exports,i=n.memory,a=n.table,c=n.__new||o,u=n.__pin||o,y=n.__unpin||o,l=n.__collect||o,p=n.__rtti_base,d=p?function(t){return t[p>>>2]}:o;function b(t){const e=function(t){const e=new Uint32Array(i.buffer);if((t>>>=0)>=d(e))throw Error(`invalid id: ${t}`);return e[(p+4>>>2)+2*t]}(t);if(!(7&e))throw Error(`not an array: ${t}, flags=${e}`);return e}function h(t){const e=new Uint32Array(i.buffer);if((t>>>=0)>=d(e))throw Error(`invalid id: ${t}`);return e[(p+4>>>2)+2*t+1]}function m(t){return 31-Math.clz32(t>>>6&31)}function g(t, e, r){const n=i.buffer;if(r)switch(t){case 2:return new Float32Array(n);case 3:return new Float64Array(n)}else switch(t){case 0:return new(e?Int8Array:Uint8Array)(n);case 1:return new(e?Int16Array:Uint16Array)(n);case 2:return new(e?Int32Array:Uint32Array)(n);case 3:return new(e?BigInt64Array:BigUint64Array)(n)}throw Error(`unsupported align: ${t}`)}function A(t){const e=new Uint32Array(i.buffer),r=b(e[t+-8>>>2]),n=m(r);let s=4&r?t:e[t+4>>>2];const o=2&r?e[t+12>>>2]:e[s+-4>>>2]>>>n;return g(n,2048&r,4096&r).subarray(s>>>=n,s+o)}function w(t, e, r){return new t(_(t,e,r))}function _(t, e, r){const n=i.buffer,s=new Uint32Array(n),o=s[r+4>>>2];return new t(n,o,s[o+-4>>>2]>>>e)}function T(e, r, n){t[`__get${r}`]=w.bind(null,e,n),t[`__get${r}View`]=_.bind(null,e,n)}return t.__new=c,t.__pin=u,t.__unpin=y,t.__collect=l,t.__newString=function(t){if(null==t)return 0;const e=t.length,r=c(e<<1,1),n=new Uint16Array(i.buffer);for(var s=0,o=r>>>1; s>>2])throw Error(`not a string: ${t}`);return s(e,t)},t.__newArray=function(t, e){const r=b(t),n=m(r),s=e.length,o=c(s<>>2]=o,l[e+4>>>2]=o,l[e+8>>>2]=s<>>2]=s),a=e}const l=g(n,2048&r,4096&r);if(16384&r)for(let t=0; t>>n)+t]=r}else l.set(e,o>>>n);return a},t.__getArrayView=A,t.__getArray=function(t){const e=A(t),r=e.length,n=new Array(r);for(let t=0; t>>2];return e.slice(t,t+r)},[Int8Array,Uint8Array,Uint8ClampedArray,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array,Float64Array].forEach((t=>{T(t,t.name,31-Math.clz32(t.BYTES_PER_ELEMENT))})),e&&[BigUint64Array,BigInt64Array].forEach((t=>{T(t,t.name.slice(3),3)})),t.__instanceof=function(t, e){const r=new Uint32Array(i.buffer);let n=r[t+-8>>>2];if(n<=d(r))do{if(n==e)return!0;n=h(n)}while(n);return!1},t.memory=t.memory||i,t.table=t.table||a,f(n,t)}function c(t){return"undefined"!=typeof Response&&t instanceof Response}function u(t){return t instanceof WebAssembly.Module}async function y(t, e={}){if(c(t=await t))return l(t,e);const r=u(t)?t:await WebAssembly.compile(t),n=i(e),s=await WebAssembly.instantiate(r,e);return{module:r,instance:s,exports:a(n,s)}}async function l(t, e={}){if(!WebAssembly.instantiateStreaming)return y(c(t=await t)?t.arrayBuffer():t,e);const r=i(e),n=await WebAssembly.instantiateStreaming(t,e),s=a(r,n.instance);return{...n,exports:s}}function f(t, e={}){const n=t.__argumentsLength? e=>{t.__argumentsLength.value=e}:t.__setArgumentsLength||t.__setargc||(()=>{});for(let s in t){if(!Object.prototype.hasOwnProperty.call(t,s))continue;const i=t[s];let o=s.split("."),a=e;for(; o.length>1;){let t=o.shift();Object.prototype.hasOwnProperty.call(a,t)||(a[t]={}),a=a[t]}let c=o[0],u=c.indexOf("#");if(u>=0){const e=c.substring(0,u),o=a[e];if(void 0===o||!o.prototype){const t=function(...e){return t.wrap(t.prototype.constructor(0,...e))};t.prototype={valueOf(){return this[r]}},t.wrap=function(e){return Object.create(t.prototype,{[r]:{value:e,writable:!1}})},o&&Object.getOwnPropertyNames(o).forEach((e=>Object.defineProperty(t,e,Object.getOwnPropertyDescriptor(o,e)))),a[e]=t}if(c=c.substring(u+1),a=a[e].prototype,/^(get|set):/.test(c)){if(!Object.prototype.hasOwnProperty.call(a,c=c.substring(4))){let e=t[s.replace("set:","get:")],n=t[s.replace("get:","set:")];Object.defineProperty(a,c,{get(){return e(this[r])},set(t){n(this[r],t)},enumerable:!0})}}else"constructor"===c?(a[c]=(...t)=>(n(t.length),i(...t))).original=i:(a[c]=function(...t){return n(t.length),i(this[r],...t)}).original=i}else/^(get|set):/.test(c)?Object.prototype.hasOwnProperty.call(a,c=c.substring(4))||Object.defineProperty(a,c,{get:t[s.replace("set:","get:")],set:t[s.replace("get:","set:")],enumerable:!0}):"function"==typeof i&&i!==n?(a[c]=(...t)=>(n(t.length),i(...t))).original=i:a[c]=i}return e}var p={instantiate:y,instantiateSync:function(t, e={}){const r=u(t)?t:new WebAssembly.Module(t),n=i(e),s=new WebAssembly.Instance(r,e);return{module:r,instance:s,exports:a(n,s)}},instantiateStreaming:l,demangle:f};function d(t, e, r){return e}function b(t, e, r){return t.exports.__getArrayBuffer(e)}function h(t, e, r){return t.exports[`__get${function(t){return t.startsWith("~lib/typedarray/")?((t=t.slice("~lib/typedarray/".length)).startsWith("Big")&&(t=t.slice(3)),t):t}(r)}View`](e)}function m(t, e, r){return t.exports.__newArray(t.getTypeId(r),e)}function g(t){if(!t.startsWith("~lib/array/Array"))throw Error(`${JSON.stringify(t)} is not an array type`);return t.slice("~lib/array/Array<".length,-1)}const A=new Map([["void",{ascToJs:d,jsToAsc:d}],[/^(i|u|f)(8|16|32|64)|[ui]size|bool|externref$/,{ascToJs:d,jsToAsc:d}],["~lib/string/String",{ascToJs:function(t, e, r){return t.exports.__getString(e)},jsToAsc:function(t, e, r){return t.exports.__newString(e)}}],["~lib/typedarray/Int8Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Int16Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Int32Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Uint8Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Uint16Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Uint32Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Int64Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Uint64Array",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Uint8ClampedArray",{ascToJs:h,jsToAsc:m}],["~lib/typedarray/Float32Array",{ascToJs:b,jsToAsc:m}],["~lib/typedarray/Float64Array",{ascToJs:b,jsToAsc:m}],["~lib/arraybuffer/ArrayBuffer",{ascToJs:b,jsToAsc:function(t, e, r){const n=t.exports.__new(e.byteLength,t.getTypeId(r));return new Uint8Array(t.exports.memory.buffer,n,e.byteLength).set(new Uint8Array(e)),n}}],[/^~lib\/array\/Array<.+>$/,{ascToJs:function(t, e, r){const n=g(r),s=_(n);return t.exports.__getArray(e).map((e=>s.ascToJs(t,e,n)))},jsToAsc:function(t, e, r){const n=g(r),s=_(n),i=e.map((e=>s.jsToAsc(t,e,n)));return t.exports.__newArray(t.getTypeId(r),i)}}]]),w=new Set;function _(t){for(const[e,r]of A)if("string"!=typeof e){if(e.test(t))return r}else if(e===t)return r;return w.has(t)||(console.warn(`No converter for ${JSON.stringify(t)}, using pass-through`),w.add(t)),{ascToJs:d,jsToAsc:d}}function T(t){var e;return null===(e=_(t))||void 0===e?void 0:e.ascToJs}function j(t){var e;return null===(e=_(t))||void 0===e?void 0:e.jsToAsc}function O(t, e, r){const n=r.parameters.map(T),s=j(r.returnType);return function(...i){if(i.length!=n.length)throw Error(`Expected ${n.length} arguments, got ${i.length}`);const o=i.map(((e, s)=>n[s](t,e,r.parameters[s]))),a=e(...o);return s(t,a,r.returnType)}}function U(t, e, r){const n=r.parameters.map(j),s=T(r.returnType);return(...i)=>{if(i.length!=n.length)throw Error(`Expected ${n.length} arguments, got ${i.length}`);const o=i.map(((e, s)=>n[s](t,e,r.parameters[s]))),a=e(...o);return s(t,a,r.returnType)}}function x(t, {depth:e=Number.POSITIVE_INFINITY}={}){return e<=0||!t||"object"!=typeof t?t:Object.fromEntries(Object.entries(t).map((([t,r])=>[t,x(r,{depth:e-1})])))}function E(t){const e=WebAssembly.Module.customSections(t,"as-bind_bindings"),r=new TextDecoder("utf8").decode(new Uint8Array(e[0]));try{return JSON.parse(r)}catch(t){throw Error(`Couldn’t decode type descriptor: ${t.message}`)}}class S{constructor(){this.unboundExports={},this.exports={},this.importObject={}}getTypeId(t){if(t in this.typeDescriptor.typeIds)return this.typeDescriptor.typeIds[t].id;throw Error(`Unknown type ${JSON.stringify(t)}`)}getTypeSize(t){if(t in this.typeDescriptor.typeIds)return this.typeDescriptor.typeIds[t].byteSize;throw Error(`Unknown type ${JSON.stringify(t)}`)}_validate(){if(!WebAssembly.Module.exports(this.module).find((t=>"__new"===t.name)))throw Error("The AssemblyScript wasm module was not built with --exportRuntime, which is required.");if(1!==WebAssembly.Module.customSections(this.module,"as-bind_bindings").length)throw new Error("The AssemblyScript wasm module was not built with the as-bind transform.")}async _instantiate(t, e){this.module=await async function(t){if(t=await Promise.resolve(t),"undefined"!=typeof Response&&t instanceof Response){if(WebAssembly.compileStreaming)return WebAssembly.compileStreaming(t);t=await t.arrayBuffer()}return WebAssembly.compile(t)}(t),this._validate(),this.typeDescriptor=E(this.module),this._instantiateBindImportFunctions(e),this.loadedModule=await async function(t, e){return p.instantiate(t,e)}(this.module,this.importObject),this._instantiateBindUnboundExports()}_instantiateSync(t, e){this.module=new WebAssembly.Module(t),this._validate(),this.typeDescriptor=E(this.module),this._instantiateBindImportFunctions(e),this.loadedModule=function(t, e){return p.instantiateSync(t,e)}(this.module,this.importObject),this._instantiateBindUnboundExports()}_instantiateBindImportFunctions(t){this.importObject=x(t,{depth:2});for(const[e,r]of Object.entries(this.typeDescriptor.importedFunctions))for(const[n,s]of Object.entries(r))this.importObject[e][`__asbind_unbound_${n}`]=t[e][n],this.importObject[e][n]=O(this,t[e][n],s)}_instantiateBindUnboundExports(){const t=this.loadedModule.exports;this.exports=x(t,{depth:1});for(const[e,r]of Object.entries(this.typeDescriptor.exportedFunctions))this.exports[e]=U(this,t[e],r)}}async function I(t, e){let r=new S;return await r._instantiate(t,e),r}function $(t, e){let r=new S;return r._instantiateSync(t,e),r}; +const instantiate = I; + +// js solver +async function solveFnJs(polycubes, dimX, dimY, dimZ) { + const solver = new SomaSolver(dimX, dimY, dimZ); + const voxelSpaces = new Array(); + for (let i = 0; i < polycubes.length; i++) { + voxelSpaces.push(new VoxelSpaceBoolean({ + id: i, + dims: [dimX, dimY, dimZ], + space: polycubes[i], + cullEmpty: true + })); + } + await solver.solve(voxelSpaces); + return solver.getSolutions(); +} +class VoxelSpaceBoolean { + constructor(options) { + this.length = options.dims[0] * options.dims[1] * options.dims[2]; + if (!options.space) { + options.space = new Array(options.dims[0] * options.dims[1] * options.dims[2]); + options.space.fill(false); + } + else if (!Array.isArray(options.space)) { + const newSpace = []; + for (let i = 0; i < this.length; i++) { + const mask = 1n << BigInt(i); + newSpace.push((options.space & mask) !== 0n); + } + options.space = newSpace; + } + this.id = options.id; + this.dims = options.dims; + this.space = options.space; + this.color = options.color ?? "red"; + if (options.cullEmpty !== false) { + this.cullEmptySpace(); + } + } + setColor(color) { + this.color = color; + } + getColor() { + return this.color; + } + binaryRep() { + return this.space.reduce((prev, curr) => prev + (curr ? "1" : "0"), ""); + } + getExtrema() { + const extrema = { + xMax: 0, + xMin: this.dims[0], + yMax: 0, + yMin: this.dims[1], + zMax: 0, + zMin: this.dims[2], + }; + this.forEachCell((val, x, y, z) => { + if (val) { + extrema.xMax = Math.max(extrema.xMax, x); + extrema.xMin = Math.min(extrema.xMin, x); + extrema.yMax = Math.max(extrema.yMax, y); + extrema.yMin = Math.min(extrema.yMin, y); + extrema.zMax = Math.max(extrema.zMax, z); + extrema.zMin = Math.min(extrema.zMin, z); + } + }); + return extrema; + } + cullEmptySpace() { + const extrema = this.getExtrema(); + const newX = extrema.xMax - extrema.xMin + 1; + const newY = extrema.yMax - extrema.yMin + 1; + const newZ = extrema.zMax - extrema.zMin + 1; + const newSpace = new Array(newX * newY * newZ); + newSpace.fill(false); + let index = 0; + for (let x = extrema.xMin; x <= extrema.xMax; x++) { + for (let y = extrema.yMin; y <= extrema.yMax; y++) { + for (let z = extrema.zMin; z <= extrema.zMax; z++) { + if (this.at(x, y, z)) { + newSpace[index] = true; + } + index++; + } + } + } + this.dims[0] = newX; + this.dims[1] = newY; + this.dims[2] = newZ; + this.space = newSpace; + } + forEachCell(cb) { + loopStart: for (let x = 0; x < this.dims[0]; x++) { + for (let y = 0; y < this.dims[1]; y++) { + for (let z = 0; z < this.dims[2]; z++) { + if (cb(this.at(x, y, z), x, y, z) === 0) { + break loopStart; + } + } + } + } + } + getId() { + return this.id; + } + print() { + let accum = ""; + console.log("---"); + for (let i = 0; i < this.dims[0]; i++) { + for (let j = 0; j < this.dims[1]; j++) { + for (let k = 0; k < this.dims[2]; k++) { + accum += this.at(i, j, k) ? '#' : 'O'; + } + console.log(accum); + accum = ""; + } + if (i !== this.dims[0] - 1) { + console.log("-"); + } + } + console.log("---"); + } + getUniqueRotations() { + const rotations = []; + const refSpace = this.clone(); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + refSpace.rot90('z'); + VoxelSpaceBoolean.pushNewUniqueSpaces(rotations, refSpace.getAxisSpins('x')); + return rotations; + } + getAllRotations() { + const rotations = []; + const refSpace = this.clone(); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('y'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + rotations.push(...refSpace.getAxisSpins('x')); + refSpace.rot90('z'); + refSpace.rot90('z'); + rotations.push(...refSpace.getAxisSpins('x')); + return rotations; + } + static pushNewUniqueSpaces(existingSpaces, newSpaces) { + for (const newSpace of newSpaces) { + let matchFound = false; + for (const existingSpace of existingSpaces) { + if (newSpace.matches(existingSpace)) { + matchFound = true; + break; + } + } + if (!matchFound) { + existingSpaces.push(newSpace); + } + } + } + getAllPositionsInPrism(cubeDimX, cubeDimY, cubeDimZ) { + const cubePositions = []; + if (this.dims[0] > cubeDimX || this.dims[1] > cubeDimY || this.dims[2] > cubeDimZ) { + return cubePositions; + } + for (let xOffset = 0; xOffset < (cubeDimX - this.dims[0] + 1); xOffset++) { + for (let yOffset = 0; yOffset < (cubeDimY - this.dims[1] + 1); yOffset++) { + for (let zOffset = 0; zOffset < (cubeDimZ - this.dims[2] + 1); zOffset++) { + const cubePos = new VoxelSpaceBoolean({ id: this.id, dims: [cubeDimX, cubeDimY, cubeDimZ], color: this.color, cullEmpty: false }); + this.forEachCell((val, x, y, z) => { + cubePos.set(xOffset + x, yOffset + y, zOffset + z, val); + }); + cubePositions.push(cubePos); + } + } + } + return cubePositions; + } + matches(space) { + const otherDims = space.getDims(); + for (let i = 0; i < this.dims.length; i++) { + if (otherDims[i] !== this.dims[i]) { + return false; + } + } + const otherRaw = space.getRaw(); + if (typeof otherRaw === "bigint") { + return space.binaryRep() === this.binaryRep(); + } + return this.space.reduce((prev, unit, i) => (unit === otherRaw[i]) && prev, true); + } + clone() { + return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: this.getRaw(), color: this.getColor(), cullEmpty: false }); + } + getAxisSpins(axis) { + const rotations = [this.clone()]; + for (let i = 0; i < 3; i++) { + rotations.push(rotations[i].rotated90(axis)); + } + return rotations; + } + getDims() { + return this.dims.slice(); + } + getRaw() { + return this.space.slice(); + } + // [1, 0, 0] [x] [ x] + // [0, 0, -1] * [y] = [-z] + // [0, 1, 0] [z] [ y] + newIndexRotX(x, y, z) { + return this.dims[2] * this.dims[1] * x + this.dims[1] * (this.dims[2] - 1 - z) + y; + } + // [ 0, 0, 1] [x] [ z] + // [ 0, 1, 0] * [y] = [ y] + // [-1, 0, 0] [z] [-x] + newIndexRotY(x, y, z) { + return this.dims[1] * this.dims[0] * z + this.dims[0] * y + (this.dims[0] - 1 - x); + } + // [0, -1, 0] [x] [-y] + // [1, 0, 0] * [y] = [ x] + // [0, 0, 1] [z] [ z] + newIndexRotZ(x, y, z) { + return this.dims[0] * this.dims[2] * (this.dims[1] - 1 - y) + this.dims[2] * x + z; + } + at(x, y, z) { + return this.space[this.index(x, y, z)]; + } + index(x, y, z) { + return this.dims[1] * this.dims[2] * x + this.dims[2] * y + z; + } + toggle(x, y, z) { + const index = this.index(x, y, z); + this.space[index] = !this.space[index]; + } + set(x, y, z, val) { + this.space[this.index(x, y, z)] = val; + } + rotated90(dim) { + const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]); + newSpace.fill(false); + let newDims; + let rotIndex; + if (dim === 'x') { + newDims = [this.dims[0], this.dims[2], this.dims[1]]; + rotIndex = this.newIndexRotX.bind(this); + } + else if (dim === 'y') { + newDims = [this.dims[2], this.dims[1], this.dims[0]]; + rotIndex = this.newIndexRotY.bind(this); + } + else { + newDims = [this.dims[1], this.dims[0], this.dims[2]]; + rotIndex = this.newIndexRotZ.bind(this); + } + this.forEachCell((val, i, j, k) => { + if (val) { + newSpace[rotIndex(i, j, k)] = true; + } + }); + return new VoxelSpaceBoolean({ id: this.id, dims: newDims, space: newSpace, color: this.color, cullEmpty: false }); + } + rot90(dim) { + const rot = this.rotated90(dim); + this.space = rot.getRaw(); + this.dims = rot.getDims(); + } + plus(space) { + const newSpace = new Array(this.dims[0] * this.dims[1] * this.dims[2]); + newSpace.fill(false); + let clash = false; + space.forEachCell((val, x, y, z) => { + if (this.at(x, y, z) !== val) { + newSpace[this.index(x, y, z)] = true; + } + else { + if (val) { + clash = true; + } + } + }); + if (!clash) { + return new VoxelSpaceBoolean({ id: this.id, dims: this.getDims(), space: newSpace, color: this.color, cullEmpty: false }); + } + return null; + } + size() { + let size = 0; + this.forEachCell((val) => { + if (val) { + size++; + } + }); + return size; + } + getDirectNeighbourProfile(x, y, z) { + let result = 0; + if (x < this.dims[0] - 1 && this.at(x + 1, y, z)) { + result += 1; + } + if (y < this.dims[1] - 1 && this.at(x, y + 1, z)) { + result += 2; + } + if (z < this.dims[2] - 1 && this.at(x, y, z + 1)) { + result += 4; + } + if (x > 0 && this.at(x - 1, y, z)) { + result += 8; + } + if (y > 0 && this.at(x, y - 1, z)) { + result += 16; + } + if (z > 0 && this.at(x, y, z - 1)) { + result += 32; + } + return result; + } + getAllPermutationsInPrism(prismDimX, prismDimY, prismDimZ) { + const rotations = this.getUniqueRotations(); + let result = new Array(); + for (let i = 0; i < rotations.length; i++) { + result = result.concat(rotations[i].getAllPositionsInPrism(prismDimX, prismDimY, prismDimZ)); + } + return result; + } +} +class SomaSolver { + constructor(dimX, dimY, dimZ) { + this.visualiser = { async showSoln(soln) { }, async showSpace(cube) { } }; + this.solutions = new Array(); + this.iterations = 0; + this.dimX = dimX; + this.dimY = dimY; + this.dimZ = dimZ; + this.solutionCube = new VoxelSpaceBoolean({ id: 0, dims: [dimX, dimY, dimZ], cullEmpty: false }); + } + setDebug(visualiser) { + this.visualiser = visualiser; + } + async solve(polycubes) { + if (polycubes.length === 0) { + throw new Error("You must pass at least one polycube to solve the puzzle."); + } + this.solutions.splice(0, this.solutions.length); + const combosWithRots = new Array(); + for (let i = 1; i < polycubes.length; i++) { + const rots = polycubes[i].getAllPermutationsInPrism(this.dimX, this.dimY, this.dimZ); + combosWithRots.push(rots); + } + let combos = new Array(); + combos.push(polycubes[0].getAllPositionsInPrism(this.dimX, this.dimY, this.dimZ)); + combos = combos.concat(combosWithRots); + for (const combo of combos) { + for (const rot of combo) { + await this.visualiser.showSpace(rot); + } + } + await this.backtrackSolve(this.solutionCube, combos, new SomaSolution(this.dimX, this.dimY, this.dimZ)); + this.solutions = SomaSolution.filterUnique(this.solutions); + } + getSolutions() { + return this.solutions.slice(); + } + async backtrackSolve(workingSolution, polycubes, currentSoln, depth = 0) { + const nextCubeGroup = polycubes[0]; + for (let i = 0; i < nextCubeGroup.length; i++) { + const fusionAttempt = workingSolution.plus(nextCubeGroup[i]); + ++this.iterations; + if (fusionAttempt) { + const nextSoln = currentSoln.clone(); + nextSoln.addSpace(nextCubeGroup[i]); + await this.visualiser.showSoln(nextSoln); + if (polycubes.length === 1) { + this.solutions.push(nextSoln); + currentSoln = new SomaSolution(this.dimX, this.dimY, this.dimZ); + return; + } + else { + await this.backtrackSolve(fusionAttempt, polycubes.slice(1), nextSoln, depth + 1); + } + } + } + } +} +class SomaSolution { + constructor(dimX, dimY, dimZ) { + this.dimX = dimX; + this.dimY = dimY; + this.dimZ = dimZ; + this.solutionSpaces = []; + } + static filterUnique(solutions) { + if (solutions.length === 0) { + return []; + } + const uniqueSolns = [solutions[0]]; + for (const solution of solutions) { + let foundMatch = false; + for (const rotation of solution.getRotations()) { + let end = uniqueSolns.length; + for (let i = 0; i < end; i++) { + if (rotation.matches(uniqueSolns[i])) { + foundMatch = true; + } + } + } + if (!foundMatch) { + uniqueSolns.push(solution); + } + } + return uniqueSolns; + } + getRotations() { + if (this.solutionSpaces.length === 0) { + return []; + } + const result = []; + const allRots = this.solutionSpaces.map(space => space.getAllRotations()); + for (let i = 0; i < allRots[0].length; i++) { + const solnRot = new SomaSolution(this.dimX, this.dimY, this.dimZ); + allRots.forEach(rotGroup => solnRot.addSpace(rotGroup[i])); + result.push(solnRot); + } + return result; + } + matches(solution) { + for (let i = 0; i < this.solutionSpaces.length; i++) { + if (!this.solutionSpaces[i].matches(solution.solutionSpaces[i])) { + return false; + } + } + return true; + } + addSpace(space) { + this.solutionSpaces.push(space); + } + print() { + let accum = ""; + console.log("---"); + for (let x = 0; x < this.dimX; x++) { + for (let y = 0; y < this.dimY; y++) { + for (let z = 0; z < this.dimZ; z++) { + for (const space of this.solutionSpaces) { + if (space.at(x, y, z)) { + accum += space.getId(); + } + } + } + console.log(accum); + accum = ""; + } + if (x !== this.dimX - 1) { + console.log("-"); + } + } + console.log("---"); + } + at(x, y, z) { + for (const space of this.solutionSpaces) { + if (space.at(x, y, z)) { + return space.getId(); + } + } + return 0; + } + clone() { + const clone = new SomaSolution(this.dimX, this.dimY, this.dimZ); + clone.solutionSpaces = this.solutionSpaces.slice(); + return clone; + } + getDims() { + return [this.dimX, this.dimY, this.dimZ]; + } + forEachCell(cb) { + loopStart: for (let x = 0; x < this.dimX; x++) { + for (let y = 0; y < this.dimY; y++) { + for (let z = 0; z < this.dimZ; z++) { + cb(this.at(x, y, z), x, y, z); + } + } + } + } + getPieces() { + return this.solutionSpaces.slice(); + } +} + + + +// init wasm +let solveFnWasm; +async function load() { + const file = fetch("./main.wasm"); + const instance = await instantiate(file); + solveFnWasm = instance.exports.solve; +} +load(); + +// worker +self.addEventListener('message', async (event) => { + const { type, polycubes, dimX, dimY, dimZ } = event.data; + if (type === "wasm") { + const solutions = solveFnWasm(polycubes, dimX, dimY, dimZ); + self.postMessage(solutions.map(soln => soln.toString())); + } else if (type === "js") { + const solutions = await solveFnJs(polycubes, dimX, dimY, dimZ); + self.postMessage({solns: solutions.map(soln => soln.getPieces().map(piece => piece.binaryRep())), log: JSON.stringify(solutions)}); + } else { + self.postMessage({error: `Invalid solver type passed to worker: ${type}`}) + } +});