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d=s[1],p=d.length;if(3===p)return this.r=parseInt(d.charAt(0)+d.charAt(0),16)/255,this.g=parseInt(d.charAt(1)+d.charAt(1),16)/255,this.b=parseInt(d.charAt(2)+d.charAt(2),16)/255,L.toWorkingColorSpace(this,n),this;if(6===p)return this.r=parseInt(d.charAt(0)+d.charAt(1),16)/255,this.g=parseInt(d.charAt(2)+d.charAt(3),16)/255,this.b=parseInt(d.charAt(4)+d.charAt(5),16)/255,L.toWorkingColorSpace(this,n),this}return e&&e.length>0?this.setColorName(e,n):this}setColorName(e,n=i){let r=R[e.toLowerCase()];return void 0!==r?this.setHex(r,n):console.warn("THREE.Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=E(e.r),this.g=E(e.g),this.b=E(e.b),this}copyLinearToSRGB(e){return this.r=A(e.r),this.g=A(e.g),this.b=A(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(e=i){return L.fromWorkingColorSpace(O(this,P),e),c(255*P.r,0,255)<<16^c(255*P.g,0,255)<<8^c(255*P.b,0,255)<<0}getHexString(e=i){return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e,i=L.workingColorSpace){L.fromWorkingColorSpace(O(this,P),i);let n=P.r,r=P.g,s=P.b,a=Math.max(n,r,s),o=Math.min(n,r,s),l,h,u=(o+a)/2;if(o===a)l=0,h=0;else{let c=a-o;switch(h=u<=.5?c/(a+o):c/(2-a-o),a){case n:l=(r-s)/c+(r2048||i.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",e),i.toDataURL("image/jpeg",.6)):i.toDataURL("image/png")}static sRGBToLinear(e){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap){let i=T("canvas");i.width=e.width,i.height=e.height;let n=i.getContext("2d");n.drawImage(e,0,0,e.width,e.height);let r=n.getImageData(0,0,e.width,e.height),s=r.data;for(let a=0;a0&&(n.userData=this.userData),i||(e.textures[this.uuid]=n),n}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(300!==this.mapping)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case 1e3:e.x=e.x-Math.floor(e.x);break;case 1001:e.x=e.x<0?0:1;break;case 1002:1===Math.abs(Math.floor(e.x)%2)?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x)}if(e.y<0||e.y>1)switch(this.wrapT){case 1e3:e.y=e.y-Math.floor(e.y);break;case 1001:e.y=e.y<0?0:1;break;case 1002:1===Math.abs(Math.floor(e.y)%2)?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y)}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){!0===e&&(this.version++,this.source.needsUpdate=!0)}}G.DEFAULT_IMAGE=null,G.DEFAULT_MAPPING=300,G.DEFAULT_ANISOTROPY=1;class H{constructor(e=0,i=0,n=0,r=1){H.prototype.isVector4=!0,this.x=e,this.y=i,this.z=n,this.w=r}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,i,n,r){return this.x=e,this.y=i,this.z=n,this.w=r,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,i){switch(e){case 0:this.x=i;break;case 1:this.y=i;break;case 2:this.z=i;break;case 3:this.w=i;break;default:throw Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=void 0!==e.w?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,i){return this.x=e.x+i.x,this.y=e.y+i.y,this.z=e.z+i.z,this.w=e.w+i.w,this}addScaledVector(e,i){return this.x+=e.x*i,this.y+=e.y*i,this.z+=e.z*i,this.w+=e.w*i,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,i){return this.x=e.x-i.x,this.y=e.y-i.y,this.z=e.z-i.z,this.w=e.w-i.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){let i=this.x,n=this.y,r=this.z,s=this.w,a=e.elements;return this.x=a[0]*i+a[4]*n+a[8]*r+a[12]*s,this.y=a[1]*i+a[5]*n+a[9]*r+a[13]*s,this.z=a[2]*i+a[6]*n+a[10]*r+a[14]*s,this.w=a[3]*i+a[7]*n+a[11]*r+a[15]*s,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);let i=Math.sqrt(1-e.w*e.w);return i<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/i,this.y=e.y/i,this.z=e.z/i),this}setAxisAngleFromRotationMatrix(e){let i,n,r,s,a=e.elements,o=a[0],l=a[4],h=a[8],u=a[1],c=a[5],d=a[9],p=a[2],m=a[6],f=a[10];if(.01>Math.abs(l-u)&&.01>Math.abs(h-p)&&.01>Math.abs(d-m)){if(.1>Math.abs(l+u)&&.1>Math.abs(h+p)&&.1>Math.abs(d+m)&&.1>Math.abs(o+c+f-3))return this.set(1,0,0,0),this;i=Math.PI;let g=(o+1)/2,$=(c+1)/2,v=(f+1)/2,x=(l+u)/4,_=(h+p)/4,y=(d+m)/4;return g>$&&g>v?g<.01?(n=0,r=.707106781,s=.707106781):(r=x/(n=Math.sqrt(g)),s=_/n):$>v?$<.01?(n=.707106781,r=0,s=.707106781):(n=x/(r=Math.sqrt($)),s=y/r):v<.01?(n=.707106781,r=.707106781,s=0):(n=_/(s=Math.sqrt(v)),r=y/s),this.set(n,r,s,i),this}let b=Math.sqrt((m-d)*(m-d)+(h-p)*(h-p)+(u-l)*(u-l));return .001>Math.abs(b)&&(b=1),this.x=(m-d)/b,this.y=(h-p)/b,this.z=(u-l)/b,this.w=Math.acos((o+c+f-1)/2),this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,i){return this.x=Math.max(e.x,Math.min(i.x,this.x)),this.y=Math.max(e.y,Math.min(i.y,this.y)),this.z=Math.max(e.z,Math.min(i.z,this.z)),this.w=Math.max(e.w,Math.min(i.w,this.w)),this}clampScalar(e,i){return this.x=Math.max(e,Math.min(i,this.x)),this.y=Math.max(e,Math.min(i,this.y)),this.z=Math.max(e,Math.min(i,this.z)),this.w=Math.max(e,Math.min(i,this.w)),this}clampLength(e,i){let n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(i,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),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.w=this.w<0?Math.ceil(this.w):Math.floor(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.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)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,i){return this.x+=(e.x-this.x)*i,this.y+=(e.y-this.y)*i,this.z+=(e.z-this.z)*i,this.w+=(e.w-this.w)*i,this}lerpVectors(e,i,n){return this.x=e.x+(i.x-e.x)*n,this.y=e.y+(i.y-e.y)*n,this.z=e.z+(i.z-e.z)*n,this.w=e.w+(i.w-e.w)*n,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,i=0){return this.x=e[i],this.y=e[i+1],this.z=e[i+2],this.w=e[i+3],this}toArray(e=[],i=0){return e[i]=this.x,e[i+1]=this.y,e[i+2]=this.z,e[i+3]=this.w,e}fromBufferAttribute(e,i){return this.x=e.getX(i),this.y=e.getY(i),this.z=e.getZ(i),this.w=e.getW(i),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class W extends s{constructor(e=1,i=1,n={}){super(),this.isWebGLRenderTarget=!0,this.width=e,this.height=i,this.depth=1,this.scissor=new H(0,0,e,i),this.scissorTest=!1,this.viewport=new H(0,0,e,i),this.texture=new G({width:e,height:i,depth:1},n.mapping,n.wrapS,n.wrapT,n.magFilter,n.minFilter,n.format,n.type,n.anisotropy,n.encoding),this.texture.isRenderTargetTexture=!0,this.texture.flipY=!1,this.texture.generateMipmaps=void 0!==n.generateMipmaps&&n.generateMipmaps,this.texture.internalFormat=void 0!==n.internalFormat?n.internalFormat:null,this.texture.minFilter=void 0!==n.minFilter?n.minFilter:1006,this.depthBuffer=void 0===n.depthBuffer||n.depthBuffer,this.stencilBuffer=void 0!==n.stencilBuffer&&n.stencilBuffer,this.depthTexture=void 0!==n.depthTexture?n.depthTexture:null,this.samples=void 0!==n.samples?n.samples:0}setSize(e,i,n=1){this.width===e&&this.height===i&&this.depth===n||(this.width=e,this.height=i,this.depth=n,this.texture.image.width=e,this.texture.image.height=i,this.texture.image.depth=n,this.dispose()),this.viewport.set(0,0,e,i),this.scissor.set(0,0,e,i)}clone(){return(new this.constructor).copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.viewport.copy(e.viewport),this.texture=e.texture.clone(),this.texture.isRenderTargetTexture=!0;let i=Object.assign({},e.texture.image);return this.texture.source=new F(i),this.depthBuffer=e.depthBuffer,this.stencilBuffer=e.stencilBuffer,null!==e.depthTexture&&(this.depthTexture=e.depthTexture.clone()),this.samples=e.samples,this}dispose(){this.dispatchEvent({type:"dispose"})}}class j extends G{constructor(e=null,i=1,n=1,r=1){super(null),this.isDataArrayTexture=!0,this.image={data:e,width:i,height:n,depth:r},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}class q extends G{constructor(e=null,i=1,n=1,r=1){super(null),this.isData3DTexture=!0,this.image={data:e,width:i,height:n,depth:r},this.magFilter=1003,this.minFilter=1003,this.wrapR=1001,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1}}class X{constructor(e=0,i=0,n=0,r=1){this.isQuaternion=!0,this._x=e,this._y=i,this._z=n,this._w=r}static slerpFlat(e,i,n,r,s,a,o){let l=n[r+0],h=n[r+1],u=n[r+2],c=n[r+3],d=s[a+0],p=s[a+1],m=s[a+2],f=s[a+3];if(0===o)return e[i+0]=l,e[i+1]=h,e[i+2]=u,void(e[i+3]=c);if(1===o)return e[i+0]=d,e[i+1]=p,e[i+2]=m,void(e[i+3]=f);if(c!==f||l!==d||h!==p||u!==m){let g=1-o,$=l*d+h*p+u*m+c*f,v=$>=0?1:-1,x=1-$*$;if(x>Number.EPSILON){let _=Math.sqrt(x),y=Math.atan2(_,$*v);g=Math.sin(g*y)/_,o=Math.sin(o*y)/_}let b=o*v;if(l=l*g+d*b,h=h*g+p*b,u=u*g+m*b,c=c*g+f*b,g===1-o){let w=1/Math.sqrt(l*l+h*h+u*u+c*c);l*=w,h*=w,u*=w,c*=w}}e[i]=l,e[i+1]=h,e[i+2]=u,e[i+3]=c}static multiplyQuaternionsFlat(e,i,n,r,s,a){let o=n[r],l=n[r+1],h=n[r+2],u=n[r+3],c=s[a],d=s[a+1],p=s[a+2],m=s[a+3];return e[i]=o*m+u*c+l*p-h*d,e[i+1]=l*m+u*d+h*c-o*p,e[i+2]=h*m+u*p+o*d-l*c,e[i+3]=u*m-o*c-l*d-h*p,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,i,n,r){return this._x=e,this._y=i,this._z=n,this._w=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,i){let n=e._x,r=e._y,s=e._z,a=e._order,o=Math.cos,l=Math.sin,h=o(n/2),u=o(r/2),c=o(s/2),d=l(n/2),p=l(r/2),m=l(s/2);switch(a){case"XYZ":this._x=d*u*c+h*p*m,this._y=h*p*c-d*u*m,this._z=h*u*m+d*p*c,this._w=h*u*c-d*p*m;break;case"YXZ":this._x=d*u*c+h*p*m,this._y=h*p*c-d*u*m,this._z=h*u*m-d*p*c,this._w=h*u*c+d*p*m;break;case"ZXY":this._x=d*u*c-h*p*m,this._y=h*p*c+d*u*m,this._z=h*u*m+d*p*c,this._w=h*u*c-d*p*m;break;case"ZYX":this._x=d*u*c-h*p*m,this._y=h*p*c+d*u*m,this._z=h*u*m-d*p*c,this._w=h*u*c+d*p*m;break;case"YZX":this._x=d*u*c+h*p*m,this._y=h*p*c+d*u*m,this._z=h*u*m-d*p*c,this._w=h*u*c-d*p*m;break;case"XZY":this._x=d*u*c-h*p*m,this._y=h*p*c-d*u*m,this._z=h*u*m+d*p*c,this._w=h*u*c+d*p*m;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+a)}return!1!==i&&this._onChangeCallback(),this}setFromAxisAngle(e,i){let n=i/2,r=Math.sin(n);return this._x=e.x*r,this._y=e.y*r,this._z=e.z*r,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(e){let i=e.elements,n=i[0],r=i[4],s=i[8],a=i[1],o=i[5],l=i[9],h=i[2],u=i[6],c=i[10],d=n+o+c;if(d>0){let p=.5/Math.sqrt(d+1);this._w=.25/p,this._x=(u-l)*p,this._y=(s-h)*p,this._z=(a-r)*p}else if(n>o&&n>c){let m=2*Math.sqrt(1+n-o-c);this._w=(u-l)/m,this._x=.25*m,this._y=(r+a)/m,this._z=(s+h)/m}else if(o>c){let f=2*Math.sqrt(1+o-n-c);this._w=(s-h)/f,this._x=(r+a)/f,this._y=.25*f,this._z=(l+u)/f}else{let g=2*Math.sqrt(1+c-n-o);this._w=(a-r)/g,this._x=(s+h)/g,this._y=(l+u)/g,this._z=.25*g}return this._onChangeCallback(),this}setFromUnitVectors(e,i){let n=e.dot(i)+1;return nMath.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=n):(this._x=0,this._y=-e.z,this._z=e.y,this._w=n)):(this._x=e.y*i.z-e.z*i.y,this._y=e.z*i.x-e.x*i.z,this._z=e.x*i.y-e.y*i.x,this._w=n),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(c(this.dot(e),-1,1)))}rotateTowards(e,i){let n=this.angleTo(e);return 0===n||this.slerp(e,Math.min(1,i/n)),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(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._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 e=this.length();return 0===e?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,i){let n=e._x,r=e._y,s=e._z,a=e._w,o=i._x,l=i._y,h=i._z,u=i._w;return this._x=n*u+a*o+r*h-s*l,this._y=r*u+a*l+s*o-n*h,this._z=s*u+a*h+n*l-r*o,this._w=a*u-n*o-r*l-s*h,this._onChangeCallback(),this}slerp(e,i){if(0===i)return this;if(1===i)return this.copy(e);let n=this._x,r=this._y,s=this._z,a=this._w,o=a*e._w+n*e._x+r*e._y+s*e._z;if(o<0?(this._w=-e._w,this._x=-e._x,this._y=-e._y,this._z=-e._z,o=-o):this.copy(e),o>=1)return this._w=a,this._x=n,this._y=r,this._z=s,this;let l=1-o*o;if(l<=Number.EPSILON){let h=1-i;return this._w=h*a+i*this._w,this._x=h*n+i*this._x,this._y=h*r+i*this._y,this._z=h*s+i*this._z,this.normalize(),this._onChangeCallback(),this}let u=Math.sqrt(l),c=Math.atan2(u,o),d=Math.sin((1-i)*c)/u,p=Math.sin(i*c)/u;return this._w=a*d+this._w*p,this._x=n*d+this._x*p,this._y=r*d+this._y*p,this._z=s*d+this._z*p,this._onChangeCallback(),this}slerpQuaternions(e,i,n){return this.copy(e).slerp(i,n)}random(){let e=Math.random(),i=Math.sqrt(1-e),n=Math.sqrt(e),r=2*Math.PI*Math.random(),s=2*Math.PI*Math.random();return this.set(i*Math.cos(r),n*Math.sin(s),n*Math.cos(s),i*Math.sin(r))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,i=0){return this._x=e[i],this._y=e[i+1],this._z=e[i+2],this._w=e[i+3],this._onChangeCallback(),this}toArray(e=[],i=0){return e[i]=this._x,e[i+1]=this._y,e[i+2]=this._z,e[i+3]=this._w,e}fromBufferAttribute(e,i){return this._x=e.getX(i),this._y=e.getY(i),this._z=e.getZ(i),this._w=e.getW(i),this}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class Y{constructor(e=0,i=0,n=0){Y.prototype.isVector3=!0,this.x=e,this.y=i,this.z=n}set(e,i,n){return void 0===n&&(n=this.z),this.x=e,this.y=i,this.z=n,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,i){switch(e){case 0:this.x=i;break;case 1:this.y=i;break;case 2:this.z=i;break;default:throw Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,i){return this.x=e.x+i.x,this.y=e.y+i.y,this.z=e.z+i.z,this}addScaledVector(e,i){return this.x+=e.x*i,this.y+=e.y*i,this.z+=e.z*i,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,i){return this.x=e.x-i.x,this.y=e.y-i.y,this.z=e.z-i.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,i){return this.x=e.x*i.x,this.y=e.y*i.y,this.z=e.z*i.z,this}applyEuler(e){return this.applyQuaternion(J.setFromEuler(e))}applyAxisAngle(e,i){return this.applyQuaternion(J.setFromAxisAngle(e,i))}applyMatrix3(e){let i=this.x,n=this.y,r=this.z,s=e.elements;return this.x=s[0]*i+s[3]*n+s[6]*r,this.y=s[1]*i+s[4]*n+s[7]*r,this.z=s[2]*i+s[5]*n+s[8]*r,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){let i=this.x,n=this.y,r=this.z,s=e.elements,a=1/(s[3]*i+s[7]*n+s[11]*r+s[15]);return this.x=(s[0]*i+s[4]*n+s[8]*r+s[12])*a,this.y=(s[1]*i+s[5]*n+s[9]*r+s[13])*a,this.z=(s[2]*i+s[6]*n+s[10]*r+s[14])*a,this}applyQuaternion(e){let i=this.x,n=this.y,r=this.z,s=e.x,a=e.y,o=e.z,l=e.w,h=l*i+a*r-o*n,u=l*n+o*i-s*r,c=l*r+s*n-a*i,d=-s*i-a*n-o*r;return this.x=h*l+-(d*s)+-(u*o)- -(c*a),this.y=u*l+-(d*a)+-(c*s)- -(h*o),this.z=c*l+-(d*o)+-(h*a)- -(u*s),this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){let i=this.x,n=this.y,r=this.z,s=e.elements;return this.x=s[0]*i+s[4]*n+s[8]*r,this.y=s[1]*i+s[5]*n+s[9]*r,this.z=s[2]*i+s[6]*n+s[10]*r,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,i){return this.x=Math.max(e.x,Math.min(i.x,this.x)),this.y=Math.max(e.y,Math.min(i.y,this.y)),this.z=Math.max(e.z,Math.min(i.z,this.z)),this}clampScalar(e,i){return this.x=Math.max(e,Math.min(i,this.x)),this.y=Math.max(e,Math.min(i,this.y)),this.z=Math.max(e,Math.min(i,this.z)),this}clampLength(e,i){let n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(i,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(e){return this.x*e.x+this.y*e.y+this.z*e.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(e){return this.normalize().multiplyScalar(e)}lerp(e,i){return 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this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,i,n){let r=Math.sin(i)*e;return this.x=r*Math.sin(n),this.y=Math.cos(i)*e,this.z=r*Math.cos(n),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,i,n){return this.x=e*Math.sin(i),this.y=n,this.z=e*Math.cos(i),this}setFromMatrixPosition(e){let i=e.elements;return this.x=i[12],this.y=i[13],this.z=i[14],this}setFromMatrixScale(e){let i=this.setFromMatrixColumn(e,0).length(),n=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=i,this.y=n,this.z=r,this}setFromMatrixColumn(e,i){return this.fromArray(e.elements,4*i)}setFromMatrix3Column(e,i){return this.fromArray(e.elements,3*i)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,i=0){return this.x=e[i],this.y=e[i+1],this.z=e[i+2],this}toArray(e=[],i=0){return e[i]=this.x,e[i+1]=this.y,e[i+2]=this.z,e}fromBufferAttribute(e,i){return this.x=e.getX(i),this.y=e.getY(i),this.z=e.getZ(i),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){let e=2*(Math.random()-.5),i=Math.random()*Math.PI*2,n=Math.sqrt(1-e**2);return this.x=n*Math.cos(i),this.y=n*Math.sin(i),this.z=e,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}let Z=new Y,J=new X;class K{constructor(e=new Y(1/0,1/0,1/0),i=new Y(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=e,this.max=i}set(e,i){return this.min.copy(e),this.max.copy(i),this}setFromArray(e){let i=1/0,n=1/0,r=1/0,s=-1/0,a=-1/0,o=-1/0;for(let l=0,h=e.length;ls&&(s=u),c>a&&(a=c),d>o&&(o=d)}return this.min.set(i,n,r),this.max.set(s,a,o),this}setFromBufferAttribute(e){let i=1/0,n=1/0,r=1/0,s=-1/0,a=-1/0,o=-1/0;for(let l=0,h=e.count;ls&&(s=u),c>a&&(a=c),d>o&&(o=d)}return this.min.set(i,n,r),this.max.set(s,a,o),this}setFromPoints(e){this.makeEmpty();for(let i=0,n=e.length;ithis.max.x||e.ythis.max.y||e.zthis.max.z)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,i){return i.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return!(e.max.xthis.max.x||e.max.ythis.max.y||e.max.zthis.max.z)}intersectsSphere(e){return this.clampPoint(e.center,ee),ee.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let i,n;return e.normal.x>0?(i=e.normal.x*this.min.x,n=e.normal.x*this.max.x):(i=e.normal.x*this.max.x,n=e.normal.x*this.min.x),e.normal.y>0?(i+=e.normal.y*this.min.y,n+=e.normal.y*this.max.y):(i+=e.normal.y*this.max.y,n+=e.normal.y*this.min.y),e.normal.z>0?(i+=e.normal.z*this.min.z,n+=e.normal.z*this.max.z):(i+=e.normal.z*this.max.z,n+=e.normal.z*this.min.z),i<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(el),eh.subVectors(this.max,el),ei.subVectors(e.a,el),en.subVectors(e.b,el),er.subVectors(e.c,el),es.subVectors(en,ei),ea.subVectors(er,en),eo.subVectors(ei,er);let i=[0,-es.z,es.y,0,-ea.z,ea.y,0,-eo.z,eo.y,es.z,0,-es.x,ea.z,0,-ea.x,eo.z,0,-eo.x,-es.y,es.x,0,-ea.y,ea.x,0,-eo.y,eo.x,0];return!!ed(i,ei,en,er,eh)&&!!ed(i=[1,0,0,0,1,0,0,0,1],ei,en,er,eh)&&(eu.crossVectors(es,ea),ed(i=[eu.x,eu.y,eu.z],ei,en,er,eh))}clampPoint(e,i){return i.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return 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Y,new Y,new Y,new Y],ee=new Y,et=new K,ei=new Y,en=new Y,er=new Y,es=new Y,ea=new Y,eo=new Y,el=new Y,eh=new Y,eu=new Y,ec=new Y;function ed(e,i,n,r,s){for(let a=0,o=e.length-3;a<=o;a+=3){ec.fromArray(e,a);let l=s.x*Math.abs(ec.x)+s.y*Math.abs(ec.y)+s.z*Math.abs(ec.z),h=i.dot(ec),u=n.dot(ec),c=r.dot(ec);if(Math.max(-Math.max(h,u,c),Math.min(h,u,c))>l)return!1}return!0}let ep=new K,em=new Y,ef=new Y;class eg{constructor(e=new Y,i=-1){this.center=e,this.radius=i}set(e,i){return this.center.copy(e),this.radius=i,this}setFromPoints(e,i){let n=this.center;void 0!==i?n.copy(i):ep.setFromPoints(e).getCenter(n);let r=0;for(let s=0,a=e.length;sthis.radius*this.radius&&(i.sub(this.center).normalize(),i.multiplyScalar(this.radius).add(this.center)),i}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;em.subVectors(e,this.center);let i=em.lengthSq();if(i>this.radius*this.radius){let n=Math.sqrt(i),r=.5*(n-this.radius);this.center.addScaledVector(em,r/n),this.radius+=r}return this}union(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(!0===this.center.equals(e.center)?this.radius=Math.max(this.radius,e.radius):(ef.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(em.copy(e.center).add(ef)),this.expandByPoint(em.copy(e.center).sub(ef))),this)}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return(new this.constructor).copy(this)}}let e$=new Y,ev=new Y,e8=new Y,ex=new Y,e_=new Y,ey=new Y,eb=new Y;class ew{constructor(e=new Y,i=new Y(0,0,-1)){this.origin=e,this.direction=i}set(e,i){return this.origin.copy(e),this.direction.copy(i),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,i){return i.copy(this.direction).multiplyScalar(e).add(this.origin)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,e$)),this}closestPointToPoint(e,i){i.subVectors(e,this.origin);let n=i.dot(this.direction);return n<0?i.copy(this.origin):i.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){let i=e$.subVectors(e,this.origin).dot(this.direction);return i<0?this.origin.distanceToSquared(e):(e$.copy(this.direction).multiplyScalar(i).add(this.origin),e$.distanceToSquared(e))}distanceSqToSegment(e,i,n,r){ev.copy(e).add(i).multiplyScalar(.5),e8.copy(i).sub(e).normalize(),ex.copy(this.origin).sub(ev);let s=.5*e.distanceTo(i),a=-this.direction.dot(e8),o=ex.dot(this.direction),l=-ex.dot(e8),h=ex.lengthSq(),u=Math.abs(1-a*a),c,d,p,m;if(u>0){if(c=a*l-o,d=a*o-l,m=s*u,c>=0){if(d>=-m){if(d<=m){let f=1/u;c*=f,d*=f,p=c*(c+a*d+2*o)+d*(a*c+d+2*l)+h}else p=-(c=Math.max(0,-(a*(d=s)+o)))*c+d*(d+2*l)+h}else p=-(c=Math.max(0,-(a*(d=-s)+o)))*c+d*(d+2*l)+h}else d<=-m?(d=(c=Math.max(0,-(-a*s+o)))>0?-s:Math.min(Math.max(-s,-l),s),p=-c*c+d*(d+2*l)+h):d<=m?(c=0,p=(d=Math.min(Math.max(-s,-l),s))*(d+2*l)+h):(d=(c=Math.max(0,-(a*s+o)))>0?s:Math.min(Math.max(-s,-l),s),p=-c*c+d*(d+2*l)+h)}else d=a>0?-s:s,p=-(c=Math.max(0,-(a*d+o)))*c+d*(d+2*l)+h;return n&&n.copy(this.direction).multiplyScalar(c).add(this.origin),r&&r.copy(e8).multiplyScalar(d).add(ev),p}intersectSphere(e,i){e$.subVectors(e.center,this.origin);let n=e$.dot(this.direction),r=e$.dot(e$)-n*n,s=e.radius*e.radius;if(r>s)return null;let a=Math.sqrt(s-r),o=n-a,l=n+a;return o<0&&l<0?null:o<0?this.at(l,i):this.at(o,i)}intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){let i=e.normal.dot(this.direction);if(0===i)return 0===e.distanceToPoint(this.origin)?0:null;let n=-(this.origin.dot(e.normal)+e.constant)/i;return n>=0?n:null}intersectPlane(e,i){let n=this.distanceToPlane(e);return null===n?null:this.at(n,i)}intersectsPlane(e){let i=e.distanceToPoint(this.origin);return 0===i||e.normal.dot(this.direction)*i<0}intersectBox(e,i){let n,r,s,a,o,l,h=1/this.direction.x,u=1/this.direction.y,c=1/this.direction.z,d=this.origin;return h>=0?(n=(e.min.x-d.x)*h,r=(e.max.x-d.x)*h):(n=(e.max.x-d.x)*h,r=(e.min.x-d.x)*h),u>=0?(s=(e.min.y-d.y)*u,a=(e.max.y-d.y)*u):(s=(e.max.y-d.y)*u,a=(e.min.y-d.y)*u),n>a||s>r?null:((s>n||isNaN(n))&&(n=s),(a=0?(o=(e.min.z-d.z)*c,l=(e.max.z-d.z)*c):(o=(e.max.z-d.z)*c,l=(e.min.z-d.z)*c),n>l||o>r?null:((o>n||n!=n)&&(n=o),(l=0?n:r,i)))}intersectsBox(e){return null!==this.intersectBox(e,e$)}intersectTriangle(e,i,n,r,s){e_.subVectors(i,e),ey.subVectors(n,e),eb.crossVectors(e_,ey);let a,o=this.direction.dot(eb);if(o>0){if(r)return null;a=1}else{if(!(o<0))return null;a=-1,o=-o}ex.subVectors(this.origin,e);let l=a*this.direction.dot(ey.crossVectors(ex,ey));if(l<0)return null;let h=a*this.direction.dot(e_.cross(ex));if(h<0||l+h>o)return null;let u=-a*ex.dot(eb);return u<0?null:this.at(u/o,s)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class eS{constructor(){eS.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]}set(e,i,n,r,s,a,o,l,h,u,c,d,p,m,f,g){let $=this.elements;return $[0]=e,$[4]=i,$[8]=n,$[12]=r,$[1]=s,$[5]=a,$[9]=o,$[13]=l,$[2]=h,$[6]=u,$[10]=c,$[14]=d,$[3]=p,$[7]=m,$[11]=f,$[15]=g,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 eS).fromArray(this.elements)}copy(e){let i=this.elements,n=e.elements;return i[0]=n[0],i[1]=n[1],i[2]=n[2],i[3]=n[3],i[4]=n[4],i[5]=n[5],i[6]=n[6],i[7]=n[7],i[8]=n[8],i[9]=n[9],i[10]=n[10],i[11]=n[11],i[12]=n[12],i[13]=n[13],i[14]=n[14],i[15]=n[15],this}copyPosition(e){let i=this.elements,n=e.elements;return i[12]=n[12],i[13]=n[13],i[14]=n[14],this}setFromMatrix3(e){let i=e.elements;return this.set(i[0],i[3],i[6],0,i[1],i[4],i[7],0,i[2],i[5],i[8],0,0,0,0,1),this}extractBasis(e,i,n){return e.setFromMatrixColumn(this,0),i.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(e,i,n){return this.set(e.x,i.x,n.x,0,e.y,i.y,n.y,0,e.z,i.z,n.z,0,0,0,0,1),this}extractRotation(e){let i=this.elements,n=e.elements,r=1/eM.setFromMatrixColumn(e,0).length(),s=1/eM.setFromMatrixColumn(e,1).length(),a=1/eM.setFromMatrixColumn(e,2).length();return i[0]=n[0]*r,i[1]=n[1]*r,i[2]=n[2]*r,i[3]=0,i[4]=n[4]*s,i[5]=n[5]*s,i[6]=n[6]*s,i[7]=0,i[8]=n[8]*a,i[9]=n[9]*a,i[10]=n[10]*a,i[11]=0,i[12]=0,i[13]=0,i[14]=0,i[15]=1,this}makeRotationFromEuler(e){let i=this.elements,n=e.x,r=e.y,s=e.z,a=Math.cos(n),o=Math.sin(n),l=Math.cos(r),h=Math.sin(r),u=Math.cos(s),c=Math.sin(s);if("XYZ"===e.order){let d=a*u,p=a*c,m=o*u,f=o*c;i[0]=l*u,i[4]=-l*c,i[8]=h,i[1]=p+m*h,i[5]=d-f*h,i[9]=-o*l,i[2]=f-d*h,i[6]=m+p*h,i[10]=a*l}else if("YXZ"===e.order){let g=l*u,$=l*c,v=h*u,x=h*c;i[0]=g+x*o,i[4]=v*o-$,i[8]=a*h,i[1]=a*c,i[5]=a*u,i[9]=-o,i[2]=$*o-v,i[6]=x+g*o,i[10]=a*l}else if("ZXY"===e.order){let _=l*u,y=l*c,b=h*u,w=h*c;i[0]=_-w*o,i[4]=-a*c,i[8]=b+y*o,i[1]=y+b*o,i[5]=a*u,i[9]=w-_*o,i[2]=-a*h,i[6]=o,i[10]=a*l}else if("ZYX"===e.order){let S=a*u,M=a*c,T=o*u,E=o*c;i[0]=l*u,i[4]=T*h-M,i[8]=S*h+E,i[1]=l*c,i[5]=E*h+S,i[9]=M*h-T,i[2]=-h,i[6]=o*l,i[10]=a*l}else if("YZX"===e.order){let A=a*l,C=a*h,L=o*l,R=o*h;i[0]=l*u,i[4]=R-A*c,i[8]=L*c+C,i[1]=c,i[5]=a*u,i[9]=-o*u,i[2]=-h*u,i[6]=C*c+L,i[10]=A-R*c}else if("XZY"===e.order){let P=a*l,I=a*h,D=o*l,N=o*h;i[0]=l*u,i[4]=-c,i[8]=h*u,i[1]=P*c+N,i[5]=a*u,i[9]=I*c-D,i[2]=D*c-I,i[6]=o*u,i[10]=N*c+P}return i[3]=0,i[7]=0,i[11]=0,i[12]=0,i[13]=0,i[14]=0,i[15]=1,this}makeRotationFromQuaternion(e){return this.compose(e0,e,eT)}lookAt(e,i,n){let r=this.elements;return eC.subVectors(e,i),0===eC.lengthSq()&&(eC.z=1),eC.normalize(),eE.crossVectors(n,eC),0===eE.lengthSq()&&(1===Math.abs(n.z)?eC.x+=1e-4:eC.z+=1e-4,eC.normalize(),eE.crossVectors(n,eC)),eE.normalize(),eA.crossVectors(eC,eE),r[0]=eE.x,r[4]=eA.x,r[8]=eC.x,r[1]=eE.y,r[5]=eA.y,r[9]=eC.y,r[2]=eE.z,r[6]=eA.z,r[10]=eC.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,i){let n=e.elements,r=i.elements,s=this.elements,a=n[0],o=n[4],l=n[8],h=n[12],u=n[1],c=n[5],d=n[9],p=n[13],m=n[2],f=n[6],g=n[10],$=n[14],v=n[3],x=n[7],_=n[11],y=n[15],b=r[0],w=r[4],S=r[8],M=r[12],T=r[1],E=r[5],A=r[9],C=r[13],L=r[2],R=r[6],P=r[10],I=r[14],D=r[3],N=r[7],O=r[11],z=r[15];return s[0]=a*b+o*T+l*L+h*D,s[4]=a*w+o*E+l*R+h*N,s[8]=a*S+o*A+l*P+h*O,s[12]=a*M+o*C+l*I+h*z,s[1]=u*b+c*T+d*L+p*D,s[5]=u*w+c*E+d*R+p*N,s[9]=u*S+c*A+d*P+p*O,s[13]=u*M+c*C+d*I+p*z,s[2]=m*b+f*T+g*L+$*D,s[6]=m*w+f*E+g*R+$*N,s[10]=m*S+f*A+g*P+$*O,s[14]=m*M+f*C+g*I+$*z,s[3]=v*b+x*T+_*L+y*D,s[7]=v*w+x*E+_*R+y*N,s[11]=v*S+x*A+_*P+y*O,s[15]=v*M+x*C+_*I+y*z,this}multiplyScalar(e){let i=this.elements;return i[0]*=e,i[4]*=e,i[8]*=e,i[12]*=e,i[1]*=e,i[5]*=e,i[9]*=e,i[13]*=e,i[2]*=e,i[6]*=e,i[10]*=e,i[14]*=e,i[3]*=e,i[7]*=e,i[11]*=e,i[15]*=e,this}determinant(){let e=this.elements,i=e[0],n=e[4],r=e[8],s=e[12],a=e[1],o=e[5],l=e[9],h=e[13],u=e[2],c=e[6],d=e[10],p=e[14];return e[3]*(+s*l*c-r*h*c-s*o*d+n*h*d+r*o*p-n*l*p)+e[7]*(+i*l*p-i*h*d+s*a*d-r*a*p+r*h*u-s*l*u)+e[11]*(+i*h*c-i*o*p-s*a*c+n*a*p+s*o*u-n*h*u)+e[15]*(-r*o*u-i*l*c+i*o*d+r*a*c-n*a*d+n*l*u)}transpose(){let e=this.elements,i;return i=e[1],e[1]=e[4],e[4]=i,i=e[2],e[2]=e[8],e[8]=i,i=e[6],e[6]=e[9],e[9]=i,i=e[3],e[3]=e[12],e[12]=i,i=e[7],e[7]=e[13],e[13]=i,i=e[11],e[11]=e[14],e[14]=i,this}setPosition(e,i,n){let r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=i,r[14]=n),this}invert(){let e=this.elements,i=e[0],n=e[1],r=e[2],s=e[3],a=e[4],o=e[5],l=e[6],h=e[7],u=e[8],c=e[9],d=e[10],p=e[11],m=e[12],f=e[13],g=e[14],$=e[15],v=c*g*h-f*d*h+f*l*p-o*g*p-c*l*$+o*d*$,x=m*d*h-u*g*h-m*l*p+a*g*p+u*l*$-a*d*$,_=u*f*h-m*c*h+m*o*p-a*f*p-u*o*$+a*c*$,y=m*c*l-u*f*l-m*o*d+a*f*d+u*o*g-a*c*g,b=i*v+n*x+r*_+s*y;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);let w=1/b;return e[0]=v*w,e[1]=(f*d*s-c*g*s-f*r*p+n*g*p+c*r*$-n*d*$)*w,e[2]=(o*g*s-f*l*s+f*r*h-n*g*h-o*r*$+n*l*$)*w,e[3]=(c*l*s-o*d*s-c*r*h+n*d*h+o*r*p-n*l*p)*w,e[4]=x*w,e[5]=(u*g*s-m*d*s+m*r*p-i*g*p-u*r*$+i*d*$)*w,e[6]=(m*l*s-a*g*s-m*r*h+i*g*h+a*r*$-i*l*$)*w,e[7]=(a*d*s-u*l*s+u*r*h-i*d*h-a*r*p+i*l*p)*w,e[8]=_*w,e[9]=(m*c*s-u*f*s-m*n*p+i*f*p+u*n*$-i*c*$)*w,e[10]=(a*f*s-m*o*s+m*n*h-i*f*h-a*n*$+i*o*$)*w,e[11]=(u*o*s-a*c*s-u*n*h+i*c*h+a*n*p-i*o*p)*w,e[12]=y*w,e[13]=(u*f*r-m*c*r+m*n*d-i*f*d-u*n*g+i*c*g)*w,e[14]=(m*o*r-a*f*r-m*n*l+i*f*l+a*n*g-i*o*g)*w,e[15]=(a*c*r-u*o*r+u*n*l-i*c*l-a*n*d+i*o*d)*w,this}scale(e){let i=this.elements,n=e.x,r=e.y,s=e.z;return i[0]*=n,i[4]*=r,i[8]*=s,i[1]*=n,i[5]*=r,i[9]*=s,i[2]*=n,i[6]*=r,i[10]*=s,i[3]*=n,i[7]*=r,i[11]*=s,this}getMaxScaleOnAxis(){let e=this.elements,i=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],n=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],r=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(i,n,r))}makeTranslation(e,i,n){return this.set(1,0,0,e,0,1,0,i,0,0,1,n,0,0,0,1),this}makeRotationX(e){let i=Math.cos(e),n=Math.sin(e);return this.set(1,0,0,0,0,i,-n,0,0,n,i,0,0,0,0,1),this}makeRotationY(e){let i=Math.cos(e),n=Math.sin(e);return this.set(i,0,n,0,0,1,0,0,-n,0,i,0,0,0,0,1),this}makeRotationZ(e){let i=Math.cos(e),n=Math.sin(e);return this.set(i,-n,0,0,n,i,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,i){let n=Math.cos(i),r=Math.sin(i),s=1-n,a=e.x,o=e.y,l=e.z,h=s*a,u=s*o;return this.set(h*a+n,h*o-r*l,h*l+r*o,0,h*o+r*l,u*o+n,u*l-r*a,0,h*l-r*o,u*l+r*a,s*l*l+n,0,0,0,0,1),this}makeScale(e,i,n){return this.set(e,0,0,0,0,i,0,0,0,0,n,0,0,0,0,1),this}makeShear(e,i,n,r,s,a){return this.set(1,n,s,0,e,1,a,0,i,r,1,0,0,0,0,1),this}compose(e,i,n){let r=this.elements,s=i._x,a=i._y,o=i._z,l=i._w,h=s+s,u=a+a,c=o+o,d=s*h,p=s*u,m=s*c,f=a*u,g=a*c,$=o*c,v=l*h,x=l*u,_=l*c,y=n.x,b=n.y,w=n.z;return r[0]=(1-(f+$))*y,r[1]=(p+_)*y,r[2]=(m-x)*y,r[3]=0,r[4]=(p-_)*b,r[5]=(1-(d+$))*b,r[6]=(g+v)*b,r[7]=0,r[8]=(m+x)*w,r[9]=(g-v)*w,r[10]=(1-(d+f))*w,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}decompose(e,i,n){let r=this.elements,s=eM.set(r[0],r[1],r[2]).length(),a=eM.set(r[4],r[5],r[6]).length(),o=eM.set(r[8],r[9],r[10]).length();0>this.determinant()&&(s=-s),e.x=r[12],e.y=r[13],e.z=r[14],e1.copy(this);let l=1/s,h=1/a,u=1/o;return e1.elements[0]*=l,e1.elements[1]*=l,e1.elements[2]*=l,e1.elements[4]*=h,e1.elements[5]*=h,e1.elements[6]*=h,e1.elements[8]*=u,e1.elements[9]*=u,e1.elements[10]*=u,i.setFromRotationMatrix(e1),n.x=s,n.y=a,n.z=o,this}makePerspective(e,i,n,r,s,a){let o=this.elements;return o[0]=2*s/(i-e),o[4]=0,o[8]=(i+e)/(i-e),o[12]=0,o[1]=0,o[5]=2*s/(n-r),o[9]=(n+r)/(n-r),o[13]=0,o[2]=0,o[6]=0,o[10]=-(a+s)/(a-s),o[14]=-2*a*s/(a-s),o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this}makeOrthographic(e,i,n,r,s,a){let o=this.elements,l=1/(i-e),h=1/(n-r),u=1/(a-s);return o[0]=2*l,o[4]=0,o[8]=0,o[12]=-((i+e)*l),o[1]=0,o[5]=2*h,o[9]=0,o[13]=-((n+r)*h),o[2]=0,o[6]=0,o[10]=-2*u,o[14]=-((a+s)*u),o[3]=0,o[7]=0,o[11]=0,o[15]=1,this}equals(e){let i=this.elements,n=e.elements;for(let r=0;r<16;r++)if(i[r]!==n[r])return!1;return!0}fromArray(e,i=0){for(let n=0;n<16;n++)this.elements[n]=e[n+i];return this}toArray(e=[],i=0){let n=this.elements;return e[i]=n[0],e[i+1]=n[1],e[i+2]=n[2],e[i+3]=n[3],e[i+4]=n[4],e[i+5]=n[5],e[i+6]=n[6],e[i+7]=n[7],e[i+8]=n[8],e[i+9]=n[9],e[i+10]=n[10],e[i+11]=n[11],e[i+12]=n[12],e[i+13]=n[13],e[i+14]=n[14],e[i+15]=n[15],e}}let eM=new Y,e1=new eS,e0=new Y(0,0,0),eT=new Y(1,1,1),eE=new Y,eA=new Y,eC=new Y,eL=new eS,eR=new X;class eP{constructor(e=0,i=0,n=0,r=eP.DefaultOrder){this.isEuler=!0,this._x=e,this._y=i,this._z=n,this._order=r}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,i,n,r=this._order){return this._x=e,this._y=i,this._z=n,this._order=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,i=this._order,n=!0){let r=e.elements,s=r[0],a=r[4],o=r[8],l=r[1],h=r[5],u=r[9],d=r[2],p=r[6],m=r[10];switch(i){case"XYZ":this._y=Math.asin(c(o,-1,1)),.9999999>Math.abs(o)?(this._x=Math.atan2(-u,m),this._z=Math.atan2(-a,s)):(this._x=Math.atan2(p,h),this._z=0);break;case"YXZ":this._x=Math.asin(-c(u,-1,1)),.9999999>Math.abs(u)?(this._y=Math.atan2(o,m),this._z=Math.atan2(l,h)):(this._y=Math.atan2(-d,s),this._z=0);break;case"ZXY":this._x=Math.asin(c(p,-1,1)),.9999999>Math.abs(p)?(this._y=Math.atan2(-d,m),this._z=Math.atan2(-a,h)):(this._y=0,this._z=Math.atan2(l,s));break;case"ZYX":this._y=Math.asin(-c(d,-1,1)),.9999999>Math.abs(d)?(this._x=Math.atan2(p,m),this._z=Math.atan2(l,s)):(this._x=0,this._z=Math.atan2(-a,h));break;case"YZX":this._z=Math.asin(c(l,-1,1)),.9999999>Math.abs(l)?(this._x=Math.atan2(-u,h),this._y=Math.atan2(-d,s)):(this._x=0,this._y=Math.atan2(o,m));break;case"XZY":this._z=Math.asin(-c(a,-1,1)),.9999999>Math.abs(a)?(this._x=Math.atan2(p,h),this._y=Math.atan2(o,s)):(this._x=Math.atan2(-u,m),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+i)}return this._order=i,!0===n&&this._onChangeCallback(),this}setFromQuaternion(e,i,n){return eL.makeRotationFromQuaternion(e),this.setFromRotationMatrix(eL,i,n)}setFromVector3(e,i=this._order){return this.set(e.x,e.y,e.z,i)}reorder(e){return eR.setFromEuler(this),this.setFromQuaternion(eR,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],void 0!==e[3]&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],i=0){return e[i]=this._x,e[i+1]=this._y,e[i+2]=this._z,e[i+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}toVector3(){console.error("THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead")}}eP.DefaultOrder="XYZ",eP.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class eI{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let i=0;i1){for(let i=0;i0&&(n=n.concat(a))}return n}getWorldPosition(e){return this.updateWorldMatrix(!0,!1),e.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ez,e,e4),e}getWorldScale(e){return this.updateWorldMatrix(!0,!1),this.matrixWorld.decompose(ez,eU,e),e}getWorldDirection(e){this.updateWorldMatrix(!0,!1);let i=this.matrixWorld.elements;return e.set(i[8],i[9],i[10]).normalize()}raycast(){}traverse(e){e(this);let i=this.children;for(let n=0,r=i.length;n0&&(r.userData=this.userData),r.layers=this.layers.mask,r.matrix=this.matrix.toArray(),!1===this.matrixAutoUpdate&&(r.matrixAutoUpdate=!1),this.isInstancedMesh&&(r.type="InstancedMesh",r.count=this.count,r.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(r.instanceColor=this.instanceColor.toJSON())),this.isScene)this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(r.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){r.geometry=s(e.geometries,this.geometry);let a=this.geometry.parameters;if(void 0!==a&&void 0!==a.shapes){let o=a.shapes;if(Array.isArray(o))for(let l=0,h=o.length;l0){r.children=[];for(let m=0;m0){r.animations=[];for(let f=0;f0&&(n.geometries=$),v.length>0&&(n.materials=v),x.length>0&&(n.textures=x),_.length>0&&(n.images=_),y.length>0&&(n.shapes=y),b.length>0&&(n.skeletons=b),w.length>0&&(n.animations=w),S.length>0&&(n.nodes=S)}return n.object=r,n;function M(e){let i=[];for(let n in e){let r=e[n];delete r.metadata,i.push(r)}return i}}clone(e){return(new this.constructor).copy(this,e)}copy(e,i=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.userData=JSON.parse(JSON.stringify(e.userData)),!0===i)for(let n=0;n0?r.multiplyScalar(1/Math.sqrt(s)):r.set(0,0,0)}static getBarycoord(e,i,n,r,s){e6.subVectors(r,i),e5.subVectors(n,i),eW.subVectors(e,i);let a=e6.dot(e6),o=e6.dot(e5),l=e6.dot(eW),h=e5.dot(e5),u=e5.dot(eW),c=a*h-o*o;if(0===c)return s.set(-2,-1,-1);let d=1/c,p=(h*l-o*u)*d,m=(a*u-o*l)*d;return s.set(1-p-m,m,p)}static containsPoint(e,i,n,r){return this.getBarycoord(e,i,n,r,e7),e7.x>=0&&e7.y>=0&&e7.x+e7.y<=1}static getUV(e,i,n,r,s,a,o,l){return this.getBarycoord(e,i,n,r,e7),l.set(0,0),l.addScaledVector(s,e7.x),l.addScaledVector(a,e7.y),l.addScaledVector(o,e7.z),l}static isFrontFacing(e,i,n,r){return e6.subVectors(n,i),e5.subVectors(e,i),0>e6.cross(e5).dot(r)}set(e,i,n){return this.a.copy(e),this.b.copy(i),this.c.copy(n),this}setFromPointsAndIndices(e,i,n,r){return this.a.copy(e[i]),this.b.copy(e[n]),this.c.copy(e[r]),this}setFromAttributeAndIndices(e,i,n,r){return this.a.fromBufferAttribute(e,i),this.b.fromBufferAttribute(e,n),this.c.fromBufferAttribute(e,r),this}clone(){return(new this.constructor).copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return e6.subVectors(this.c,this.b),e5.subVectors(this.a,this.b),.5*e6.cross(e5).length()}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return eK.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,i){return eK.getBarycoord(e,this.a,this.b,this.c,i)}getUV(e,i,n,r,s){return eK.getUV(e,this.a,this.b,this.c,i,n,r,s)}containsPoint(e){return eK.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return eK.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,i){let n=this.a,r=this.b,s=this.c,a,o;ej.subVectors(r,n),eq.subVectors(s,n),eY.subVectors(e,n);let l=ej.dot(eY),h=eq.dot(eY);if(l<=0&&h<=0)return i.copy(n);eZ.subVectors(e,r);let u=ej.dot(eZ),c=eq.dot(eZ);if(u>=0&&c<=u)return i.copy(r);let d=l*c-u*h;if(d<=0&&l>=0&&u<=0)return a=l/(l-u),i.copy(n).addScaledVector(ej,a);eJ.subVectors(e,s);let p=ej.dot(eJ),m=eq.dot(eJ);if(m>=0&&p<=m)return i.copy(s);let f=p*h-l*m;if(f<=0&&h>=0&&m<=0)return o=h/(h-m),i.copy(n).addScaledVector(eq,o);let g=u*m-p*c;if(g<=0&&c-u>=0&&p-m>=0)return eX.subVectors(s,r),o=(c-u)/(c-u+(p-m)),i.copy(r).addScaledVector(eX,o);let $=1/(g+f+d);return a=f*$,o=d*$,i.copy(n).addScaledVector(ej,a).addScaledVector(eq,o)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}let eQ=0;class e9 extends s{constructor(){super(),this.isMaterial=!0,Object.defineProperty(this,"id",{value:eQ++}),this.uuid=u(),this.name="",this.type="Material",this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=100,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=7680,this.stencilZFail=7680,this.stencilZPass=7680,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.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0,this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!=e>0&&this.version++,this._alphaTest=e}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(void 0!==e)for(let i in e){let n=e[i];if(void 0===n){console.warn("THREE.Material: '"+i+"' parameter is undefined.");continue}let r=this[i];void 0!==r?r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):this[i]=n:console.warn("THREE."+this.type+": '"+i+"' is not a property of this material.")}}toJSON(e){let i=void 0===e||"string"==typeof e;i&&(e={textures:{},images:{}});let n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function r(e){let i=[];for(let n in e){let r=e[n];delete r.metadata,i.push(r)}return i}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),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),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.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.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(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(e).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(e).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(e).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(e).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(e).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(e).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(e).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),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,void 0!==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),void 0!==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.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),i){let s=r(e.textures),a=r(e.images);s.length>0&&(n.textures=s),a.length>0&&(n.images=a)}return n}clone(){return(new this.constructor).copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;let i=e.clippingPlanes,n=null;if(null!==i){let r=i.length;n=Array(r);for(let s=0;s!==r;++s)n[s]=i[s].clone()}return this.clippingPlanes=n,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){!0===e&&this.version++}}class te extends e9{constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new z(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}let tt=new Y,ti=new _;class tn{constructor(e,i,n=!1){if(Array.isArray(e))throw TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=e,this.itemSize=i,this.count=void 0!==e?e.length/i:0,this.normalized=n,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0}onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this}copyAt(e,i,n){e*=this.itemSize,n*=i.itemSize;for(let r=0,s=this.itemSize;rL.dot(u[e])?-1:1;l[4*e]=C.x,l[4*e+1]=C.y,l[4*e+2]=C.z,l[4*e+3]=n}for(let D=0,N=b.length;D0&&(e.userData=this.userData),void 0!==this.parameters){let i=this.parameters;for(let n in i)void 0!==i[n]&&(e[n]=i[n]);return e}e.data={attributes:{}};let r=this.index;null!==r&&(e.data.index={type:r.array.constructor.name,array:Array.prototype.slice.call(r.array)});let s=this.attributes;for(let a in s){let o=s[a];e.data.attributes[a]=o.toJSON(e.data)}let l={},h=!1;for(let u in this.morphAttributes){let c=this.morphAttributes[u],d=[];for(let p=0,m=c.length;p0&&(l[u]=d,h=!0)}h&&(e.data.morphAttributes=l,e.data.morphTargetsRelative=this.morphTargetsRelative);let g=this.groups;g.length>0&&(e.data.groups=JSON.parse(JSON.stringify(g)));let $=this.boundingSphere;return null!==$&&(e.data.boundingSphere={center:$.center.toArray(),radius:$.radius}),e}clone(){return(new this.constructor).copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;let i={};this.name=e.name;let n=e.index;null!==n&&this.setIndex(n.clone(i));let r=e.attributes;for(let s in r){let a=r[s];this.setAttribute(s,a.clone(i))}let o=e.morphAttributes;for(let l in o){let h=[],u=o[l];for(let c=0,d=u.length;c0){let n=e[i[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,s=n.length;rn.far?null:{distance:u,point:t1.clone(),object:e}}(e,i,n,r,tv,t8,tx,tM);if(u){s&&(tb.fromBufferAttribute(s,o),tw.fromBufferAttribute(s,l),tS.fromBufferAttribute(s,h),u.uv=eK.getUV(tM,tv,t8,tx,tb,tw,tS,new _)),a&&(tb.fromBufferAttribute(a,o),tw.fromBufferAttribute(a,l),tS.fromBufferAttribute(a,h),u.uv2=eK.getUV(tM,tv,t8,tx,tb,tw,tS,new _));let c={a:o,b:l,c:h,normal:new Y,materialIndex:0};eK.getNormal(tv,t8,tx,c.normal),u.face=c}return u}class tE extends tm{constructor(e=1,i=1,n=1,r=1,s=1,a=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:i,depth:n,widthSegments:r,heightSegments:s,depthSegments:a};let o=this;r=Math.floor(r),s=Math.floor(s),a=Math.floor(a);let l=[],h=[],u=[],c=[],d=0,p=0;function m(e,i,n,r,s,a,m,f,g,$,v){let x=a/g,_=m/$,y=a/2,b=m/2,w=f/2,S=g+1,M=$+1,T=0,E=0,A=new Y;for(let C=0;C0?1:-1,u.push(A.x,A.y,A.z),c.push(R/g),c.push(1-C/$),T+=1}}for(let I=0;I<$;I++)for(let D=0;D0&&(i.defines=this.defines),i.vertexShader=this.vertexShader,i.fragmentShader=this.fragmentShader;let s={};for(let a in this.extensions)!0===this.extensions[a]&&(s[a]=!0);return Object.keys(s).length>0&&(i.extensions=s),i}}class tI extends eH{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new eS,this.projectionMatrix=new eS,this.projectionMatrixInverse=new eS}copy(e,i){return super.copy(e,i),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}getWorldDirection(e){this.updateWorldMatrix(!0,!1);let i=this.matrixWorld.elements;return e.set(-i[8],-i[9],-i[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,i){super.updateWorldMatrix(e,i),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class tD extends tI{constructor(e=50,i=1,n=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=r,this.focus=10,this.aspect=i,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,i){return super.copy(e,i),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=null===e.view?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){let i=.5*this.getFilmHeight()/e;this.fov=2*h*Math.atan(i),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(.5*l*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return 2*h*Math.atan(Math.tan(.5*l*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,i,n,r,s,a){this.aspect=e/i,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=e,this.view.fullHeight=i,this.view.offsetX=n,this.view.offsetY=r,this.view.width=s,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,i=e*Math.tan(.5*l*this.fov)/this.zoom,n=2*i,r=this.aspect*n,s=-.5*r,a=this.view;if(null!==this.view&&this.view.enabled){let o=a.fullWidth,h=a.fullHeight;s+=a.offsetX*r/o,i-=a.offsetY*n/h,r*=a.width/o,n*=a.height/h}let u=this.filmOffset;0!==u&&(s+=e*u/this.getFilmWidth()),this.projectionMatrix.makePerspective(s,s+r,i,i-n,e,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let i=super.toJSON(e);return i.object.fov=this.fov,i.object.zoom=this.zoom,i.object.near=this.near,i.object.far=this.far,i.object.focus=this.focus,i.object.aspect=this.aspect,null!==this.view&&(i.object.view=Object.assign({},this.view)),i.object.filmGauge=this.filmGauge,i.object.filmOffset=this.filmOffset,i}}class t3 extends eH{constructor(e,i,n){super(),this.type="CubeCamera",this.renderTarget=n;let r=new tD(-90,1,e,i);r.layers=this.layers,r.up.set(0,1,0),r.lookAt(1,0,0),this.add(r);let s=new tD(-90,1,e,i);s.layers=this.layers,s.up.set(0,1,0),s.lookAt(-1,0,0),this.add(s);let a=new tD(-90,1,e,i);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(0,1,0),this.add(a);let o=new tD(-90,1,e,i);o.layers=this.layers,o.up.set(0,0,1),o.lookAt(0,-1,0),this.add(o);let l=new tD(-90,1,e,i);l.layers=this.layers,l.up.set(0,1,0),l.lookAt(0,0,1),this.add(l);let h=new tD(-90,1,e,i);h.layers=this.layers,h.up.set(0,1,0),h.lookAt(0,0,-1),this.add(h)}update(e,i){null===this.parent&&this.updateMatrixWorld();let n=this.renderTarget,[r,s,a,o,l,h]=this.children,u=e.getRenderTarget(),c=e.toneMapping,d=e.xr.enabled;e.toneMapping=0,e.xr.enabled=!1;let p=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,e.setRenderTarget(n,0),e.render(i,r),e.setRenderTarget(n,1),e.render(i,s),e.setRenderTarget(n,2),e.render(i,a),e.setRenderTarget(n,3),e.render(i,o),e.setRenderTarget(n,4),e.render(i,l),n.texture.generateMipmaps=p,e.setRenderTarget(n,5),e.render(i,h),e.setRenderTarget(u),e.toneMapping=c,e.xr.enabled=d,n.texture.needsPMREMUpdate=!0}}class t2 extends G{constructor(e,i,n,r,s,a,o,l,h,u){super(e=void 0!==e?e:[],i=void 0!==i?i:301,n,r,s,a,o,l,h,u),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}class tN extends W{constructor(e=1,i={}){super(e,e,i),this.isWebGLCubeRenderTarget=!0;let n={width:e,height:e,depth:1};this.texture=new t2([n,n,n,n,n,n],i.mapping,i.wrapS,i.wrapT,i.magFilter,i.minFilter,i.format,i.type,i.anisotropy,i.encoding),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==i.generateMipmaps&&i.generateMipmaps,this.texture.minFilter=void 0!==i.minFilter?i.minFilter:1006}fromEquirectangularTexture(e,i){this.texture.type=i.type,this.texture.encoding=i.encoding,this.texture.generateMipmaps=i.generateMipmaps,this.texture.minFilter=i.minFilter,this.texture.magFilter=i.magFilter;let n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n varying vec3 vWorldDirection;\n\n vec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n }\n\n void main() {\n\n vWorldDirection = transformDirection( position, modelMatrix );\n\n #include \n #include \n\n }\n ",fragmentShader:"\n\n uniform sampler2D tEquirect;\n\n varying vec3 vWorldDirection;\n\n #include \n\n void main() {\n\n vec3 direction = normalize( vWorldDirection );\n\n vec2 sampleUV = equirectUv( direction );\n\n gl_FragColor = texture2D( tEquirect, sampleUV );\n\n }\n "},r=new tE(5,5,5),s=new tP({name:"CubemapFromEquirect",uniforms:tA(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});s.uniforms.tEquirect.value=i;let a=new t0(r,s),o=i.minFilter;return 1008===i.minFilter&&(i.minFilter=1006),new t3(1,10,this).update(e,a),i.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(e,i,n,r){let s=e.getRenderTarget();for(let a=0;a<6;a++)e.setRenderTarget(this,a),e.clear(i,n,r);e.setRenderTarget(s)}}let tO=new Y,tz=new Y,t4=new y;class tU{constructor(e=new Y(1,0,0),i=0){this.isPlane=!0,this.normal=e,this.constant=i}set(e,i){return this.normal.copy(e),this.constant=i,this}setComponents(e,i,n,r){return this.normal.set(e,i,n),this.constant=r,this}setFromNormalAndCoplanarPoint(e,i){return this.normal.copy(e),this.constant=-i.dot(this.normal),this}setFromCoplanarPoints(e,i,n){let r=tO.subVectors(n,i).cross(tz.subVectors(e,i)).normalize();return this.setFromNormalAndCoplanarPoint(r,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){let e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(e){return this.normal.dot(e)+this.constant}distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius}projectPoint(e,i){return i.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}intersectLine(e,i){let n=e.delta(tO),r=this.normal.dot(n);if(0===r)return 0===this.distanceToPoint(e.start)?i.copy(e.start):null;let s=-(e.start.dot(this.normal)+this.constant)/r;return s<0||s>1?null:i.copy(n).multiplyScalar(s).add(e.start)}intersectsLine(e){let i=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return i<0&&n>0||n<0&&i>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,i){let n=i||t4.getNormalMatrix(e),r=this.coplanarPoint(tO).applyMatrix4(e),s=this.normal.applyMatrix3(n).normalize();return this.constant=-r.dot(s),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return(new this.constructor).copy(this)}}let tB=new eg,tF=new Y;class tk{constructor(e=new tU,i=new tU,n=new tU,r=new tU,s=new tU,a=new tU){this.planes=[e,i,n,r,s,a]}set(e,i,n,r,s,a){let o=this.planes;return o[0].copy(e),o[1].copy(i),o[2].copy(n),o[3].copy(r),o[4].copy(s),o[5].copy(a),this}copy(e){let i=this.planes;for(let n=0;n<6;n++)i[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){let i=this.planes,n=e.elements,r=n[0],s=n[1],a=n[2],o=n[3],l=n[4],h=n[5],u=n[6],c=n[7],d=n[8],p=n[9],m=n[10],f=n[11],g=n[12],$=n[13],v=n[14],x=n[15];return i[0].setComponents(o-r,c-l,f-d,x-g).normalize(),i[1].setComponents(o+r,c+l,f+d,x+g).normalize(),i[2].setComponents(o+s,c+h,f+p,x+$).normalize(),i[3].setComponents(o-s,c-h,f-p,x-$).normalize(),i[4].setComponents(o-a,c-u,f-m,x-v).normalize(),i[5].setComponents(o+a,c+u,f+m,x+v).normalize(),this}intersectsObject(e){let i=e.geometry;return null===i.boundingSphere&&i.computeBoundingSphere(),tB.copy(i.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(tB)}intersectsSprite(e){return tB.center.set(0,0,0),tB.radius=.7071067811865476,tB.applyMatrix4(e.matrixWorld),this.intersectsSphere(tB)}intersectsSphere(e){let i=this.planes,n=e.center,r=-e.radius;for(let s=0;s<6;s++)if(i[s].distanceToPoint(n)0?e.max.x:e.min.x,tF.y=r.normal.y>0?e.max.y:e.min.y,tF.z=r.normal.z>0?e.max.z:e.min.z,0>r.distanceToPoint(tF))return!1}return!0}containsPoint(e){let i=this.planes;for(let n=0;n<6;n++)if(0>i[n].distanceToPoint(e))return!1;return!0}clone(){return(new this.constructor).copy(this)}}function tV(){let e=null,i=!1,n=null,r=null;function s(i,a){n(i,a),r=e.requestAnimationFrame(s)}return{start:function(){!0!==i&&null!==n&&(r=e.requestAnimationFrame(s),i=!0)},stop:function(){e.cancelAnimationFrame(r),i=!1},setAnimationLoop:function(e){n=e},setContext:function(i){e=i}}}function tG(e,i){let n=i.isWebGL2,r=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),r.get(e)},remove:function(i){i.isInterleavedBufferAttribute&&(i=i.data);let n=r.get(i);n&&(e.deleteBuffer(n.buffer),r.delete(i))},update:function(i,s){if(i.isGLBufferAttribute){let a=r.get(i);return void((!a||a.version 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n return 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 vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n vec3 lightNormal = cross( v1, v2 );\n if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n vec3 T1, T2;\n T1 = normalize( V - N * dot( V, N ) );\n T2 = - cross( N, T1 );\n mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n vec3 coords[ 4 ];\n coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n coords[ 0 ] = normalize( coords[ 0 ] );\n coords[ 1 ] = normalize( coords[ 1 ] );\n coords[ 2 ] = normalize( coords[ 2 ] );\n coords[ 3 ] = normalize( coords[ 3 ] );\n vec3 vectorFormFactor = vec3( 0.0 );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n float result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n return vec3( result );\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotVH = saturate( dot( viewDir, halfDir ) );\n vec3 F = F_Schlick( specularColor, 1.0, dotVH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n float alpha = pow2( roughness );\n float invAlpha = 1.0 / alpha;\n float cos2h = dotNH * dotNH;\n float sin2h = max( 1.0 - cos2h, 0.0078125 );\n return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n vec3 halfDir = normalize( lightDir + viewDir );\n float dotNL = saturate( dot( normal, lightDir ) );\n float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float D = D_Charlie( sheenRoughness, dotNH );\n float V = V_Neubelt( dotNV, dotNL );\n return sheenColor * ( D * V );\n}\n#endif",iridescence_fragment:"#ifdef USE_IRIDESCENCE\n const mat3 XYZ_TO_REC709 = mat3(\n 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252\n );\n vec3 Fresnel0ToIor( vec3 fresnel0 ) {\n vec3 sqrtF0 = sqrt( fresnel0 );\n return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n }\n vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n }\n float IorToFresnel0( float transmittedIor, float incidentIor ) {\n return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n }\n vec3 evalSensitivity( float OPD, vec3 shift ) {\n float phase = 2.0 * PI * OPD * 1.0e-9;\n vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n xyz /= 1.0685e-7;\n vec3 rgb = XYZ_TO_REC709 * xyz;\n return rgb;\n }\n vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n vec3 I;\n float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n if ( cosTheta2Sq < 0.0 ) {\n return vec3( 1.0 );\n }\n float cosTheta2 = sqrt( cosTheta2Sq );\n float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n float R12 = F_Schlick( R0, 1.0, cosTheta1 );\n float R21 = R12;\n float T121 = 1.0 - R12;\n float phi12 = 0.0;\n if ( iridescenceIOR < outsideIOR ) phi12 = PI;\n float phi21 = PI - phi12;\n vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n vec3 phi23 = vec3( 0.0 );\n if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n vec3 phi = vec3( phi21 ) + phi23;\n vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n vec3 r123 = sqrt( R123 );\n vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n vec3 C0 = R12 + Rs;\n I = C0;\n vec3 Cm = Rs - T121;\n for ( int m = 1; m <= 2; ++ m ) {\n Cm *= r123;\n vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n I += Cm * Sm;\n }\n return max( I, vec3( 0.0 ) );\n }\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n vec3 vSigmaX = dFdx( surf_pos.xyz );\n vec3 vSigmaY = dFdy( surf_pos.xyz );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 ) * faceDirection;\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n vec4 plane;\n #pragma unroll_loop_start\n for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n }\n #pragma unroll_loop_end\n #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n bool clipped = true;\n #pragma unroll_loop_start\n for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n plane = clippingPlanes[ i ];\n clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n }\n #pragma unroll_loop_end\n if ( clipped ) discard;\n #endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n varying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n vClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n diffuseColor *= vColor;\n#elif defined( USE_COLOR )\n diffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR )\n varying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n varying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n varying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n vColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n vColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n vColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n vColor.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; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n return fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n float precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n float precisionSafeLength( vec3 v ) {\n float maxComponent = max3( abs( v ) );\n return length( v / maxComponent ) * maxComponent;\n }\n#endif\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n#ifdef USE_CLEARCOAT\n vec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n mat3 tmp;\n tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n return tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n const vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n return dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n return vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n #define cubeUV_minMipLevel 4.0\n #define cubeUV_minTileSize 16.0\n float getFace( vec3 direction ) {\n vec3 absDirection = abs( direction );\n float face = - 1.0;\n if ( absDirection.x > absDirection.z ) {\n if ( absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if ( absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n }\n vec2 getUV( vec3 direction, float face ) {\n vec2 uv;\n if ( face == 0.0 ) {\n uv = vec2( direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 1.0 ) {\n uv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n } else if ( face == 2.0 ) {\n uv = vec2( - direction.x, direction.y ) / abs( direction.z );\n } else if ( face == 3.0 ) {\n uv = vec2( - direction.z, direction.y ) / abs( direction.x );\n } else if ( face == 4.0 ) {\n uv = vec2( - direction.x, direction.z ) / abs( direction.y );\n } else {\n uv = vec2( direction.x, direction.y ) / abs( direction.z );\n }\n return 0.5 * ( uv + 1.0 );\n }\n vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n float face = getFace( direction );\n float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n mipInt = max( mipInt, cubeUV_minMipLevel );\n float faceSize = exp2( mipInt );\n highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n if ( face > 2.0 ) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n uv.x += filterInt * 3.0 * cubeUV_minTileSize;\n uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n uv.x *= CUBEUV_TEXEL_WIDTH;\n uv.y *= CUBEUV_TEXEL_HEIGHT;\n #ifdef texture2DGradEXT\n return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n #else\n return texture2D( envMap, uv ).rgb;\n #endif\n }\n #define cubeUV_r0 1.0\n #define cubeUV_v0 0.339\n #define cubeUV_m0 - 2.0\n #define cubeUV_r1 0.8\n #define cubeUV_v1 0.276\n #define cubeUV_m1 - 1.0\n #define cubeUV_r4 0.4\n #define cubeUV_v4 0.046\n #define cubeUV_m4 2.0\n #define cubeUV_r5 0.305\n #define cubeUV_v5 0.016\n #define cubeUV_m5 3.0\n #define cubeUV_r6 0.21\n #define cubeUV_v6 0.0038\n #define cubeUV_m6 4.0\n float roughnessToMip( float roughness ) {\n float mip = 0.0;\n if ( roughness >= cubeUV_r1 ) {\n mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n } else if ( roughness >= cubeUV_r4 ) {\n mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n } else if ( roughness >= cubeUV_r5 ) {\n mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n } else if ( roughness >= cubeUV_r6 ) {\n mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n } else {\n mip = - 2.0 * log2( 1.16 * roughness ); }\n return mip;\n }\n vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n float mipF = fract( mip );\n float mipInt = floor( mip );\n vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n if ( mipF == 0.0 ) {\n return vec4( color0, 1.0 );\n } else {\n vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n return vec4( mix( color0, color1, mipF ), 1.0 );\n }\n }\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n mat3 m = mat3( instanceMatrix );\n transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n transformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n transformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n #ifdef FLIP_SIDED\n transformedTangent = - transformedTangent;\n #endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"vec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return 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}",envmap_fragment:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vec3 cameraToFrag;\n if ( isOrthographic ) {\n cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToFrag = normalize( vWorldPosition - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToFrag, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #else\n vec4 envColor = vec4( 0.0 );\n #endif\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n uniform float envMapIntensity;\n uniform float flipEnvMap;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n \n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n uniform float reflectivity;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n varying vec3 vWorldPosition;\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n #define ENV_WORLDPOS\n #endif\n #ifdef ENV_WORLDPOS\n \n varying vec3 vWorldPosition;\n #else\n varying vec3 vReflect;\n uniform float refractionRatio;\n #endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n vec3 getIBLIrradiance( const in vec3 normal ) {\n #if defined( ENVMAP_TYPE_CUBE_UV )\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n return PI * envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n #if defined( ENVMAP_TYPE_CUBE_UV )\n vec3 reflectVec = reflect( - viewDir, normal );\n reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n return envMapColor.rgb * envMapIntensity;\n #else\n return vec3( 0.0 );\n #endif\n }\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n #ifdef ENV_WORLDPOS\n vWorldPosition = worldPosition.xyz;\n #else\n vec3 cameraToVertex;\n if ( isOrthographic ) {\n cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n } else {\n cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n }\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #endif\n#endif",fog_vertex:"#ifdef USE_FOG\n vFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n varying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n #ifdef FOG_EXP2\n float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n uniform vec3 fogColor;\n varying float vFogDepth;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n uniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n float dotNL = dot( normal, lightDirection );\n vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n #ifdef USE_GRADIENTMAP\n return vec3( texture2D( gradientMap, coord ).r );\n #else\n vec2 fw = fwidth( coord ) * 0.5;\n return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n #endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vUv2 );\n vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n reflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n vec3 diffuseColor;\n float specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Lambert\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n float x = normal.x, y = normal.y, z = normal.z;\n vec3 result = shCoefficients[ 0 ] * 0.886227;\n result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n return result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n return irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n return irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n #if defined ( PHYSICALLY_CORRECT_LIGHTS )\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n if ( cutoffDistance > 0.0 ) {\n distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n }\n return distanceFalloff;\n #else\n if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n }\n return 1.0;\n #endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n return smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\n light.color = directionalLight.color;\n light.direction = directionalLight.direction;\n light.visible = true;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\n vec3 lVector = pointLight.position - geometry.position;\n light.direction = normalize( lVector );\n float lightDistance = length( lVector );\n light.color = pointLight.color;\n light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\n vec3 lVector = spotLight.position - geometry.position;\n light.direction = normalize( lVector );\n float angleCos = dot( light.direction, spotLight.direction );\n float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n if ( spotAttenuation > 0.0 ) {\n float lightDistance = length( lVector );\n light.color = spotLight.color * spotAttenuation;\n light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n } else {\n light.color = vec3( 0.0 );\n light.visible = false;\n }\n }\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n struct RectAreaLight {\n vec3 color;\n vec3 position;\n vec3 halfWidth;\n vec3 halfHeight;\n };\n uniform sampler2D ltc_1; uniform sampler2D ltc_2;\n uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n float dotNL = dot( normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n return irradiance;\n }\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n vec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_Toon\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon",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;\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n material.ior = ior;\n #ifdef SPECULAR\n float specularIntensityFactor = specularIntensity;\n vec3 specularColorFactor = specularColor;\n #ifdef USE_SPECULARINTENSITYMAP\n specularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\n #endif\n #ifdef USE_SPECULARCOLORMAP\n specularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\n #endif\n material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n #else\n float specularIntensityFactor = 1.0;\n vec3 specularColorFactor = vec3( 1.0 );\n material.specularF90 = 1.0;\n #endif\n material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n material.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n material.clearcoat = clearcoat;\n material.clearcoatRoughness = clearcoatRoughness;\n material.clearcoatF0 = vec3( 0.04 );\n material.clearcoatF90 = 1.0;\n #ifdef USE_CLEARCOATMAP\n material.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n #endif\n #ifdef USE_CLEARCOAT_ROUGHNESSMAP\n material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n #endif\n material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n material.clearcoatRoughness += geometryRoughness;\n material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n material.iridescence = iridescence;\n material.iridescenceIOR = iridescenceIOR;\n #ifdef USE_IRIDESCENCEMAP\n material.iridescence *= texture2D( iridescenceMap, vUv ).r;\n #endif\n #ifdef USE_IRIDESCENCE_THICKNESSMAP\n material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vUv ).g + iridescenceThicknessMinimum;\n #else\n material.iridescenceThickness = iridescenceThicknessMaximum;\n #endif\n#endif\n#ifdef USE_SHEEN\n material.sheenColor = sheenColor;\n #ifdef USE_SHEENCOLORMAP\n material.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\n #endif\n material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n #ifdef USE_SHEENROUGHNESSMAP\n material.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\n #endif\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float specularF90;\n #ifdef USE_CLEARCOAT\n float clearcoat;\n float clearcoatRoughness;\n vec3 clearcoatF0;\n float clearcoatF90;\n #endif\n #ifdef USE_IRIDESCENCE\n float iridescence;\n float iridescenceIOR;\n float iridescenceThickness;\n vec3 iridescenceFresnel;\n vec3 iridescenceF0;\n #endif\n #ifdef USE_SHEEN\n vec3 sheenColor;\n float sheenRoughness;\n #endif\n #ifdef IOR\n float ior;\n #endif\n #ifdef USE_TRANSMISSION\n float transmission;\n float transmissionAlpha;\n float thickness;\n float attenuationDistance;\n vec3 attenuationColor;\n #endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = vec3( 0.0 );\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n float r2 = roughness * roughness;\n float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n return saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n float dotNV = saturate( dot( normal, viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n return fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n return specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n vec2 fab = DFGApprox( normal, viewDir, roughness );\n #ifdef USE_IRIDESCENCE\n vec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n #else\n vec3 Fr = specularColor;\n #endif\n vec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n float Ess = fab.x + fab.y;\n float Ems = 1.0 - Ess;\n vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n vec3 normal = geometry.normal;\n vec3 viewDir = geometry.viewDir;\n vec3 position = geometry.position;\n vec3 lightPos = rectAreaLight.position;\n vec3 halfWidth = rectAreaLight.halfWidth;\n vec3 halfHeight = rectAreaLight.halfHeight;\n vec3 lightColor = rectAreaLight.color;\n float roughness = material.roughness;\n vec3 rectCoords[ 4 ];\n rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n vec2 uv = LTC_Uv( normal, viewDir, roughness );\n vec4 t1 = texture2D( ltc_1, uv );\n vec4 t2 = texture2D( ltc_2, uv );\n mat3 mInv = mat3(\n vec3( t1.x, 0, t1.y ),\n vec3( 0, 1, 0 ),\n vec3( t1.z, 0, t1.w )\n );\n vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n }\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifdef USE_CLEARCOAT\n float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n vec3 ccIrradiance = dotNLcc * directLight.color;\n clearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n #endif\n #ifdef USE_SHEEN\n sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n #endif\n #ifdef USE_IRIDESCENCE\n reflectedLight.directSpecular += irradiance * BRDF_GGX_Iridescence( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness );\n #else\n reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n #ifdef USE_CLEARCOAT\n clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n #endif\n #ifdef USE_SHEEN\n sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\n #endif\n vec3 singleScattering = vec3( 0.0 );\n vec3 multiScattering = vec3( 0.0 );\n vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n #ifdef USE_IRIDESCENCE\n computeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n #else\n computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n #endif\n vec3 totalScattering = singleScattering + multiScattering;\n vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n reflectedLight.indirectSpecular += radiance * singleScattering;\n reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct RE_Direct_Physical\n#define RE_Direct_RectArea RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular RE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return 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 USE_CLEARCOAT\n geometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n float dotNVi = saturate( dot( normal, geometry.viewDir ) );\n if ( material.iridescenceThickness == 0.0 ) {\n material.iridescence = 0.0;\n } else {\n material.iridescence = saturate( material.iridescence );\n }\n if ( material.iridescence > 0.0 ) {\n material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n }\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n getPointLightInfo( pointLight, geometry, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n pointLightShadow = pointLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n vec4 spotColor;\n vec3 spotLightCoord;\n bool inSpotLightMap;\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n getSpotLightInfo( spotLight, geometry, directLight );\n #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n #else\n #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n #endif\n #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n #endif\n #undef SPOT_LIGHT_MAP_INDEX\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n spotLightShadow = spotLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalLightInfo( directionalLight, geometry, directLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n directionalLightShadow = directionalLightShadows[ i ];\n directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n RectAreaLight rectAreaLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n rectAreaLight = rectAreaLights[ i ];\n RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n }\n #pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 iblIrradiance = vec3( 0.0 );\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n #if ( NUM_HEMI_LIGHTS > 0 )\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n }\n #pragma unroll_loop_end\n #endif\n#endif\n#if defined( RE_IndirectSpecular )\n vec3 radiance = vec3( 0.0 );\n vec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vUv2 );\n vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n irradiance += lightMapIrradiance;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n iblIrradiance += getIBLIrradiance( geometry.normal );\n #endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n #ifdef USE_CLEARCOAT\n clearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n #endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n gl_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 uniform float logDepthBufFC;\n varying float vFragDepth;\n varying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n varying float vIsPerspective;\n #else\n uniform float logDepthBufFC;\n #endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n #else\n if ( isPerspectiveMatrix( projectionMatrix ) ) {\n gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n gl_Position.z *= gl_Position.w;\n }\n #endif\n#endif",map_fragment:"#ifdef USE_MAP\n vec4 sampledDiffuseColor = texture2D( map, vUv );\n #ifdef DECODE_VIDEO_TEXTURE\n sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n #endif\n diffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n uniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n diffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n uniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n vColor *= morphTargetBaseInfluence;\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n #if defined( USE_COLOR_ALPHA )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n #elif defined( USE_COLOR )\n if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n #endif\n }\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n objectNormal *= morphTargetBaseInfluence;\n #ifdef MORPHTARGETS_TEXTURE\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n }\n #else\n objectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n objectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n objectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n objectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n #endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n uniform float morphTargetBaseInfluence;\n #ifdef MORPHTARGETS_TEXTURE\n uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n uniform sampler2DArray morphTargetsTexture;\n uniform ivec2 morphTargetsTextureSize;\n vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n int y = texelIndex / morphTargetsTextureSize.x;\n int x = texelIndex - y * morphTargetsTextureSize.x;\n ivec3 morphUV = ivec3( x, y, morphTargetIndex );\n return texelFetch( morphTargetsTexture, morphUV, 0 );\n }\n #else\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n #endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n transformed *= morphTargetBaseInfluence;\n #ifdef MORPHTARGETS_TEXTURE\n for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n }\n #else\n transformed += morphTarget0 * morphTargetInfluences[ 0 ];\n transformed += morphTarget1 * morphTargetInfluences[ 1 ];\n transformed += morphTarget2 * morphTargetInfluences[ 2 ];\n transformed += morphTarget3 * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += morphTarget4 * morphTargetInfluences[ 4 ];\n transformed += morphTarget5 * morphTargetInfluences[ 5 ];\n transformed += morphTarget6 * morphTargetInfluences[ 6 ];\n transformed += morphTarget7 * morphTargetInfluences[ 7 ];\n #endif\n #endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * faceDirection;\n #endif\n #ifdef USE_TANGENT\n vec3 tangent = normalize( vTangent );\n vec3 bitangent = normalize( vBitangent );\n #ifdef DOUBLE_SIDED\n tangent = tangent * faceDirection;\n bitangent = bitangent * faceDirection;\n #endif\n #if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n mat3 vTBN = mat3( tangent, bitangent, normal );\n #endif\n #endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n #ifdef FLIP_SIDED\n normal = - normal;\n #endif\n #ifdef DOUBLE_SIDED\n normal = normal * faceDirection;\n #endif\n normal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy *= normalScale;\n #ifdef USE_TANGENT\n normal = normalize( vTBN * mapN );\n #else\n normal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\n #endif\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n varying vec3 vNormal;\n #ifdef USE_TANGENT\n varying vec3 vTangent;\n varying vec3 vBitangent;\n #endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n #ifdef USE_TANGENT\n vTangent = normalize( transformedTangent );\n vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n #endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n uniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n vec3 N = surf_norm;\n vec3 q1perp = cross( q1, N );\n vec3 q0perp = cross( N, q0 );\n vec3 T = q1perp * st0.x + q0perp * st1.x;\n vec3 B = q1perp * st0.y + q0perp * st1.y;\n float det = max( dot( T, T ), dot( B, B ) );\n float scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n }\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n vec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n clearcoatMapN.xy *= clearcoatNormalScale;\n #ifdef USE_TANGENT\n clearcoatNormal = normalize( vTBN * clearcoatMapN );\n #else\n clearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n #endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n uniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n uniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n uniform sampler2D clearcoatNormalMap;\n uniform vec2 clearcoatNormalScale;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n uniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n uniform sampler2D iridescenceThicknessMap;\n#endif",output_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha + 0.1;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 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 vec4 r = vec4( fract( v * PackFactors ), v );\n r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n return dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n return packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n return unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n return 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 return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n vec3 dithering( vec3 color ) {\n float grid_position = rand( gl_FragCoord.xy );\n vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n return color + dither_shift_RGB;\n }\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n struct SpotLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n return unpackRGBATo2Half( texture2D( shadow, uv ) );\n }\n float VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n float occlusion = 1.0;\n vec2 distribution = texture2DDistribution( shadow, uv );\n float hard_shadow = step( compare , distribution.x );\n if (hard_shadow != 1.0 ) {\n float distance = compare - distribution.x ;\n float variance = max( 0.00000, distribution.y * distribution.y );\n float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n }\n return occlusion;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n float shadow = 1.0;\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n float dx2 = dx0 / 2.0;\n float dy2 = dy0 / 2.0;\n float dx3 = dx1 / 2.0;\n float dy3 = dy1 / 2.0;\n shadow = (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 17.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx = texelSize.x;\n float dy = texelSize.y;\n vec2 uv = shadowCoord.xy;\n vec2 f = fract( uv * shadowMapSize + 0.5 );\n uv -= f * texelSize;\n shadow = (\n texture2DCompare( shadowMap, uv, shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n f.x ) +\n mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n f.y ) +\n mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n f.x ),\n mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n f.x ),\n f.y )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_VSM )\n shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n #else\n shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return shadow;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n vec3 lightToPosition = shadowCoord.xyz;\n float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;\n vec3 bd3D = normalize( lightToPosition );\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n struct DirectionalLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n struct SpotLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n struct PointLightShadow {\n float shadowBias;\n float shadowNormalBias;\n float shadowRadius;\n vec2 shadowMapSize;\n float shadowCameraNear;\n float shadowCameraFar;\n };\n uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n #endif\n#endif",shadowmap_vertex:"#if defined( USE_SHADOWMAP ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n #if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_COORDS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n vec4 shadowWorldPosition;\n #endif\n #if NUM_DIR_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_SPOT_LIGHT_COORDS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n shadowWorldPosition = worldPosition;\n #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n #endif\n vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n }\n #pragma unroll_loop_end\n #endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n directionalLight = directionalLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n spotLight = spotLightShadows[ i ];\n shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #if NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n pointLight = pointLightShadows[ i ];\n shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n }\n #pragma unroll_loop_end\n #endif\n #endif\n return shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n uniform highp sampler2D boneTexture;\n uniform int boneTextureSize;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureSize ) );\n float y = floor( j / float( boneTextureSize ) );\n float dx = 1.0 / float( boneTextureSize );\n float dy = 1.0 / float( boneTextureSize );\n y = dy * ( y + 0.5 );\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n transformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n #ifdef USE_TANGENT\n objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n #endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_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 return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n const mat3 ACESInputMat = mat3(\n vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),\n vec3( 0.04823, 0.01566, 0.83777 )\n );\n const mat3 ACESOutputMat = mat3(\n vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),\n vec3( -0.07367, -0.00605, 1.07602 )\n );\n color *= toneMappingExposure / 0.6;\n color = ACESInputMat * color;\n color = RRTAndODTFit( color );\n color = ACESOutputMat * color;\n return saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n material.transmission = transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec4 transmission = getIBLVolumeRefraction(\n n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n material.attenuationColor, material.attenuationDistance );\n material.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n uniform float transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n #ifdef texture2DLodEXT\n return texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n #else\n return texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\n #endif\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n return radiance;\n } else {\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n varying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n #ifdef UVS_VERTEX_ONLY\n vec2 vUv;\n #else\n varying vec2 vUv;\n #endif\n uniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n uniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n vec4 worldPosition = vec4( transformed, 1.0 );\n #ifdef USE_INSTANCING\n worldPosition = instanceMatrix * worldPosition;\n #endif\n worldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n gl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n vec4 texColor = texture2D( t2D, vUv );\n #ifdef DECODE_VIDEO_TEXTURE\n texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n uniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n #ifdef ENVMAP_TYPE_CUBE\n vec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n #else\n vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n #endif\n texColor.rgb *= backgroundIntensity;\n gl_FragColor = texColor;\n #include \n #include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n gl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n gl_FragColor = texColor;\n gl_FragColor.a *= opacity;\n #include \n #include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n uniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n #include \n vec4 diffuseColor = vec4( 1.0 );\n #if DEPTH_PACKING == 3200\n diffuseColor.a = opacity;\n #endif\n #include \n #include \n #include \n #include \n float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n #if DEPTH_PACKING == 3200\n gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n #elif DEPTH_PACKING == 3201\n gl_FragColor = packDepthToRGBA( fragCoordZ );\n #endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #ifdef USE_DISPLACEMENTMAP\n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition.xyz;\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 \n#include \nvoid main () {\n #include \n vec4 diffuseColor = vec4( 1.0 );\n #include \n #include \n #include \n float dist = length( vWorldPosition - referencePosition );\n dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n dist = saturate( dist );\n gl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n vWorldDirection = transformDirection( position, modelMatrix );\n #include \n #include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n vec3 direction = normalize( vWorldDirection );\n vec2 sampleUV = equirectUv( direction );\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include \n #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 vLineDistance = scale * lineDistance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #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 #include \n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #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 #include \n #include \n #include \n #include \n #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n #include \n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying 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 #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vUv2 );\n reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n #else\n reflectedLight.indirectDiffuse += vec3( 1.0 );\n #endif\n #include \n reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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 #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 vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}",meshlambert_frag:"#define LAMBERT\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 \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\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 vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\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 vViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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 #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 viewDir = normalize( vViewPosition );\n vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n vec3 y = cross( viewDir, x );\n vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n #ifdef USE_MATCAP\n vec4 matcapColor = texture2D( matcap, uv );\n #else\n vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n #endif\n vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n vViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n varying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n gl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n #ifdef OPAQUE\n gl_FragColor.a = 1.0;\n #endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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 #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 vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #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 \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\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 vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n varying vec3 vWorldPosition;\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 #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 vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n#ifdef USE_TRANSMISSION\n vWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n #define IOR\n #define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n uniform float ior;\n#endif\n#ifdef SPECULAR\n uniform float specularIntensity;\n uniform vec3 specularColor;\n #ifdef USE_SPECULARINTENSITYMAP\n uniform sampler2D specularIntensityMap;\n #endif\n #ifdef USE_SPECULARCOLORMAP\n uniform sampler2D specularColorMap;\n #endif\n#endif\n#ifdef USE_CLEARCOAT\n uniform float clearcoat;\n uniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n uniform float iridescence;\n uniform float iridescenceIOR;\n uniform float iridescenceThicknessMinimum;\n uniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n uniform vec3 sheenColor;\n uniform float sheenRoughness;\n #ifdef USE_SHEENCOLORMAP\n uniform sampler2D sheenColorMap;\n #endif\n #ifdef USE_SHEENROUGHNESSMAP\n uniform sampler2D sheenRoughnessMap;\n #endif\n#endif\nvarying vec3 vViewPosition;\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 \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\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 vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n #include \n vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n #ifdef USE_SHEEN\n float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n #endif\n #ifdef USE_CLEARCOAT\n float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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 #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 vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \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 \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\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 vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n #include \n #include \n #include \n #include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n gl_PointSize = size;\n #ifdef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n #endif\n #include \n #include \n #include \n #include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n #include \n}",shadow_vert:"#include \n#include \n#include \n#include \n#include \nvoid main() {\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}",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 gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n #include \n #include \n #include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n vec2 scale;\n scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n #ifndef USE_SIZEATTENUATION\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) scale *= - mvPosition.z;\n #endif\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n vec2 rotatedPosition;\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n mvPosition.xy += rotatedPosition;\n gl_Position = projectionMatrix * mvPosition;\n #include \n #include \n #include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n #include \n #include \n #include \n #include \n}"},t5={common:{diffuse:{value:new z(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new y},uv2Transform:{value:new y},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new _(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new z(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new z(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new y}},sprite:{diffuse:{value:new z(16777215)},opacity:{value:1},center:{value:new _(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new y}}},tW={basic:{uniforms:tC([t5.common,t5.specularmap,t5.envmap,t5.aomap,t5.lightmap,t5.fog]),vertexShader:t6.meshbasic_vert,fragmentShader:t6.meshbasic_frag},lambert:{uniforms:tC([t5.common,t5.specularmap,t5.envmap,t5.aomap,t5.lightmap,t5.emissivemap,t5.bumpmap,t5.normalmap,t5.displacementmap,t5.fog,t5.lights,{emissive:{value:new z(0)}}]),vertexShader:t6.meshlambert_vert,fragmentShader:t6.meshlambert_frag},phong:{uniforms:tC([t5.common,t5.specularmap,t5.envmap,t5.aomap,t5.lightmap,t5.emissivemap,t5.bumpmap,t5.normalmap,t5.displacementmap,t5.fog,t5.lights,{emissive:{value:new z(0)},specular:{value:new z(1118481)},shininess:{value:30}}]),vertexShader:t6.meshphong_vert,fragmentShader:t6.meshphong_frag},standard:{uniforms:tC([t5.common,t5.envmap,t5.aomap,t5.lightmap,t5.emissivemap,t5.bumpmap,t5.normalmap,t5.displacementmap,t5.roughnessmap,t5.metalnessmap,t5.fog,t5.lights,{emissive:{value:new z(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:t6.meshphysical_vert,fragmentShader:t6.meshphysical_frag},toon:{uniforms:tC([t5.common,t5.aomap,t5.lightmap,t5.emissivemap,t5.bumpmap,t5.normalmap,t5.displacementmap,t5.gradientmap,t5.fog,t5.lights,{emissive:{value:new z(0)}}]),vertexShader:t6.meshtoon_vert,fragmentShader:t6.meshtoon_frag},matcap:{uniforms:tC([t5.common,t5.bumpmap,t5.normalmap,t5.displacementmap,t5.fog,{matcap:{value:null}}]),vertexShader:t6.meshmatcap_vert,fragmentShader:t6.meshmatcap_frag},points:{uniforms:tC([t5.points,t5.fog]),vertexShader:t6.points_vert,fragmentShader:t6.points_frag},dashed:{uniforms:tC([t5.common,t5.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:t6.linedashed_vert,fragmentShader:t6.linedashed_frag},depth:{uniforms:tC([t5.common,t5.displacementmap]),vertexShader:t6.depth_vert,fragmentShader:t6.depth_frag},normal:{uniforms:tC([t5.common,t5.bumpmap,t5.normalmap,t5.displacementmap,{opacity:{value:1}}]),vertexShader:t6.meshnormal_vert,fragmentShader:t6.meshnormal_frag},sprite:{uniforms:tC([t5.sprite,t5.fog]),vertexShader:t6.sprite_vert,fragmentShader:t6.sprite_frag},background:{uniforms:{uvTransform:{value:new y},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:t6.background_vert,fragmentShader:t6.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:t6.backgroundCube_vert,fragmentShader:t6.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:t6.cube_vert,fragmentShader:t6.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:t6.equirect_vert,fragmentShader:t6.equirect_frag},distanceRGBA:{uniforms:tC([t5.common,t5.displacementmap,{referencePosition:{value:new Y},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:t6.distanceRGBA_vert,fragmentShader:t6.distanceRGBA_frag},shadow:{uniforms:tC([t5.lights,t5.fog,{color:{value:new z(0)},opacity:{value:1}}]),vertexShader:t6.shadow_vert,fragmentShader:t6.shadow_frag}};tW.physical={uniforms:tC([tW.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new _(1,1)},clearcoatNormalMap:{value:null},iridescence:{value:0},iridescenceMap:{value:null},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},sheen:{value:0},sheenColor:{value:new z(0)},sheenColorMap:{value:null},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new _},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new z(0)},specularIntensity:{value:1},specularIntensityMap:{value:null},specularColor:{value:new z(1,1,1)},specularColorMap:{value:null}}]),vertexShader:t6.meshphysical_vert,fragmentShader:t6.meshphysical_frag};let t7={r:0,b:0,g:0};function tj(e,i,n,r,s,a,o){let l=new z(0),h,u,c=!0===a?0:1,d=null,p=0,m=null;function f(i,n){i.getRGB(t7,tL(e)),r.buffers.color.setClear(t7.r,t7.g,t7.b,n,o)}return{getClearColor:function(){return l},setClearColor:function(e,i=1){l.set(e),f(l,c=i)},getClearAlpha:function(){return c},setClearAlpha:function(e){f(l,c=e)},render:function(r,a){let o=!1,g=!0===a.isScene?a.background:null;g&&g.isTexture&&(g=(a.backgroundBlurriness>0?n:i).get(g));let $=e.xr,v=$.getSession&&$.getSession();v&&"additive"===v.environmentBlendMode&&(g=null),null===g?f(l,c):g&&g.isColor&&(f(g,1),o=!0),(e.autoClear||o)&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),g&&(g.isCubeTexture||306===g.mapping)?(void 0===u&&((u=new t0(new tE(1,1,1),new tP({name:"BackgroundCubeMaterial",uniforms:tA(tW.backgroundCube.uniforms),vertexShader:tW.backgroundCube.vertexShader,fragmentShader:tW.backgroundCube.fragmentShader,side:1,depthTest:!1,depthWrite:!1,fog:!1}))).geometry.deleteAttribute("normal"),u.geometry.deleteAttribute("uv"),u.onBeforeRender=function(e,i,n){this.matrixWorld.copyPosition(n.matrixWorld)},Object.defineProperty(u.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),s.update(u)),u.material.uniforms.envMap.value=g,u.material.uniforms.flipEnvMap.value=g.isCubeTexture&&!1===g.isRenderTargetTexture?-1:1,u.material.uniforms.backgroundBlurriness.value=a.backgroundBlurriness,u.material.uniforms.backgroundIntensity.value=a.backgroundIntensity,u.material.toneMapped=3001!==g.encoding,d===g&&p===g.version&&m===e.toneMapping||(u.material.needsUpdate=!0,d=g,p=g.version,m=e.toneMapping),u.layers.enableAll(),r.unshift(u,u.geometry,u.material,0,0,null)):g&&g.isTexture&&(void 0===h&&((h=new t0(new tH(2,2),new tP({name:"BackgroundMaterial",uniforms:tA(tW.background.uniforms),vertexShader:tW.background.vertexShader,fragmentShader:tW.background.fragmentShader,side:0,depthTest:!1,depthWrite:!1,fog:!1}))).geometry.deleteAttribute("normal"),Object.defineProperty(h.material,"map",{get:function(){return this.uniforms.t2D.value}}),s.update(h)),h.material.uniforms.t2D.value=g,h.material.uniforms.backgroundIntensity.value=a.backgroundIntensity,h.material.toneMapped=3001!==g.encoding,!0===g.matrixAutoUpdate&&g.updateMatrix(),h.material.uniforms.uvTransform.value.copy(g.matrix),d===g&&p===g.version&&m===e.toneMapping||(h.material.needsUpdate=!0,d=g,p=g.version,m=e.toneMapping),h.layers.enableAll(),r.unshift(h,h.geometry,h.material,0,0,null))}}}function tq(e,i,n,r){let s=e.getParameter(34921),a=r.isWebGL2?null:i.get("OES_vertex_array_object"),o=r.isWebGL2||null!==a,l={},h=m(null),u=h,c=!1;function d(i){return r.isWebGL2?e.bindVertexArray(i):a.bindVertexArrayOES(i)}function p(i){return r.isWebGL2?e.deleteVertexArray(i):a.deleteVertexArrayOES(i)}function m(e){let i=[],n=[],r=[];for(let a=0;a=0){let c=s[h],d=a[h];if(void 0===d&&("instanceMatrix"===h&&e.instanceMatrix&&(d=e.instanceMatrix),"instanceColor"===h&&e.instanceColor&&(d=e.instanceColor)),void 0===c||c.attribute!==d||d&&c.data!==d.data)return!0;o++}return u.attributesNum!==o||u.index!==r}(s,_,p,y))&&function(e,i,n,r){let s={},a=i.attributes,o=0,l=n.getAttributes();for(let h in l)if(l[h].location>=0){let c=a[h];void 0===c&&("instanceMatrix"===h&&e.instanceMatrix&&(c=e.instanceMatrix),"instanceColor"===h&&e.instanceColor&&(c=e.instanceColor));let d={};d.attribute=c,c&&c.data&&(d.data=c.data),s[h]=d,o++}u.attributes=s,u.attributesNum=o,u.index=r}(s,_,p,y)}else{let S=!0===h.wireframe;u.geometry===_.id&&u.program===p.id&&u.wireframe===S||(u.geometry=_.id,u.program=p.id,u.wireframe=S,b=!0)}null!==y&&n.update(y,34963),(b||c)&&(c=!1,function(s,a,o,l){if(!1===r.isWebGL2&&(s.isInstancedMesh||l.isInstancedBufferGeometry)&&null===i.get("ANGLE_instanced_arrays"))return;f();let h=l.attributes,u=o.getAttributes(),c=a.defaultAttributeValues;for(let d in u){let p=u[d];if(p.location>=0){let m=h[d];if(void 0===m&&("instanceMatrix"===d&&s.instanceMatrix&&(m=s.instanceMatrix),"instanceColor"===d&&s.instanceColor&&(m=s.instanceColor)),void 0!==m){let _=m.normalized,y=m.itemSize,b=n.get(m);if(void 0===b)continue;let w=b.buffer,S=b.type,M=b.bytesPerElement;if(m.isInterleavedBufferAttribute){let T=m.data,E=T.stride,A=m.offset;if(T.isInstancedInterleavedBuffer){for(let C=0;C0&&e.getShaderPrecisionFormat(35632,36338).precision>0)return"highp";i="mediump"}return"mediump"===i&&e.getShaderPrecisionFormat(35633,36337).precision>0&&e.getShaderPrecisionFormat(35632,36337).precision>0?"mediump":"lowp"}let a="undefined"!=typeof WebGL2RenderingContext&&e instanceof WebGL2RenderingContext||"undefined"!=typeof WebGL2ComputeRenderingContext&&e instanceof WebGL2ComputeRenderingContext,o=void 0!==n.precision?n.precision:"highp",l=s(o);l!==o&&(console.warn("THREE.WebGLRenderer:",o,"not supported, using",l,"instead."),o=l);let h=a||i.has("WEBGL_draw_buffers"),u=!0===n.logarithmicDepthBuffer,c=e.getParameter(34930),d=e.getParameter(35660),p=e.getParameter(3379),m=e.getParameter(34076),f=e.getParameter(34921),g=e.getParameter(36347),$=e.getParameter(36348),v=e.getParameter(36349),x=d>0,_=a||i.has("OES_texture_float");return{isWebGL2:a,drawBuffers:h,getMaxAnisotropy:function(){if(void 0!==r)return r;if(!0===i.has("EXT_texture_filter_anisotropic")){let n=i.get("EXT_texture_filter_anisotropic");r=e.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else r=0;return r},getMaxPrecision:s,precision:o,logarithmicDepthBuffer:u,maxTextures:c,maxVertexTextures:d,maxTextureSize:p,maxCubemapSize:m,maxAttributes:f,maxVertexUniforms:g,maxVaryings:$,maxFragmentUniforms:v,vertexTextures:x,floatFragmentTextures:_,floatVertexTextures:x&&_,maxSamples:a?e.getParameter(36183):0}}function tZ(e){let i=this,n=null,r=0,s=!1,a=!1,o=new tU,l=new y,h={value:null,needsUpdate:!1};function u(){h.value!==n&&(h.value=n,h.needsUpdate=r>0),i.numPlanes=r,i.numIntersection=0}function c(e,n,r,s){let a=null!==e?e.length:0,u=null;if(0!==a){if(u=h.value,!0!==s||null===u){let c=r+4*a,d=n.matrixWorldInverse;l.getNormalMatrix(d),(null===u||u.length0){let l=new tN(o.height/2);return l.fromEquirectangularTexture(e,s),i.set(s,l),s.addEventListener("dispose",r),n(l.texture,s.mapping)}return null}}}return s},dispose:function(){i=new WeakMap}}}class tK extends tI{constructor(e=-1,i=1,n=1,r=-1,s=.1,a=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=e,this.right=i,this.top=n,this.bottom=r,this.near=s,this.far=a,this.updateProjectionMatrix()}copy(e,i){return super.copy(e,i),this.left=e.left,this.right=e.right,this.top=e.top,this.bottom=e.bottom,this.near=e.near,this.far=e.far,this.zoom=e.zoom,this.view=null===e.view?null:Object.assign({},e.view),this}setViewOffset(e,i,n,r,s,a){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=e,this.view.fullHeight=i,this.view.offsetX=n,this.view.offsetY=r,this.view.width=s,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=(this.right-this.left)/(2*this.zoom),i=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,r=(this.top+this.bottom)/2,s=n-e,a=n+e,o=r+i,l=r-i;if(null!==this.view&&this.view.enabled){let h=(this.right-this.left)/this.view.fullWidth/this.zoom,u=(this.top-this.bottom)/this.view.fullHeight/this.zoom;s+=h*this.view.offsetX,a=s+h*this.view.width,o-=u*this.view.offsetY,l=o-u*this.view.height}this.projectionMatrix.makeOrthographic(s,a,o,l,this.near,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){let i=super.toJSON(e);return i.object.zoom=this.zoom,i.object.left=this.left,i.object.right=this.right,i.object.top=this.top,i.object.bottom=this.bottom,i.object.near=this.near,i.object.far=this.far,null!==this.view&&(i.object.view=Object.assign({},this.view)),i}}let tQ=[.125,.215,.35,.446,.526,.582],t9=new tK,ie=new z,it=null,ii=(1+Math.sqrt(5))/2,ir=1/ii,is=[new Y(1,1,1),new Y(-1,1,1),new Y(1,1,-1),new Y(-1,1,-1),new Y(0,ii,ir),new Y(0,ii,-ir),new Y(ir,0,ii),new Y(-ir,0,ii),new Y(ii,ir,0),new Y(-ii,ir,0)];class ia{constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._lodPlanes=[],this._sizeLods=[],this._sigmas=[],this._blurMaterial=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._compileMaterial(this._blurMaterial)}fromScene(e,i=0,n=.1,r=100){it=this._renderer.getRenderTarget(),this._setSize(256);let s=this._allocateTargets();return s.depthBuffer=!0,this._sceneToCubeUV(e,n,r,s),i>0&&this._blur(s,0,0,i),this._applyPMREM(s),this._cleanup(s),s}fromEquirectangular(e,i=null){return this._fromTexture(e,i)}fromCubemap(e,i=null){return this._fromTexture(e,i)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=iu(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=ih(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(e){this._lodMax=Math.floor(Math.log2(e)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let e=0;ee-4?h=tQ[o-e+4-1]:0===o&&(h=0),r.push(h);let u=1/(l-2),c=-u,d=1+u,p=[c,c,d,c,d,d,c,c,d,d,c,d],m=new Float32Array(108),f=new Float32Array(72),g=new Float32Array(36);for(let $=0;$<6;$++){let v=$%3*2/3-1,x=$>2?0:-1,_=[v,x,0,v+2/3,x,0,v+2/3,x+1,0,v,x,0,v+2/3,x+1,0,v,x+1,0];m.set(_,18*$),f.set(p,12*$);let y=[$,$,$,$,$,$];g.set(y,6*$)}let b=new tm;b.setAttribute("position",new tn(m,3)),b.setAttribute("uv",new tn(f,2)),b.setAttribute("faceIndex",new tn(g,1)),i.push(b),s>4&&s--}return{lodPlanes:i,sizeLods:n,sigmas:r}}(s)),this._blurMaterial=function(e,i,n){let r=new Float32Array(20),s=new Y(0,1,0),a=new tP({name:"SphericalGaussianBlur",defines:{n:20,CUBEUV_TEXEL_WIDTH:1/i,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:r},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:s}},vertexShader:ic(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n varying vec3 vOutputDirection;\n\n uniform sampler2D envMap;\n uniform int samples;\n uniform float weights[ n ];\n uniform bool latitudinal;\n uniform float dTheta;\n uniform float mipInt;\n uniform vec3 poleAxis;\n\n #define ENVMAP_TYPE_CUBE_UV\n #include \n\n vec3 getSample( float theta, vec3 axis ) {\n\n float cosTheta = cos( theta );\n // Rodrigues' axis-angle rotation\n vec3 sampleDirection = vOutputDirection * cosTheta\n + cross( axis, vOutputDirection ) * sin( theta )\n + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n return bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n }\n\n void main() {\n\n vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n if ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n }\n\n axis = normalize( axis );\n\n gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n for ( int i = 1; i < n; i++ ) {\n\n if ( i >= samples ) {\n\n break;\n\n }\n\n float theta = dTheta * float( i );\n gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n }\n\n }\n ",blending:0,depthTest:!1,depthWrite:!1});return a}(s,e,i)}return r}_compileMaterial(e){let i=new t0(this._lodPlanes[0],e);this._renderer.compile(i,t9)}_sceneToCubeUV(e,i,n,r){let s=new tD(90,1,i,n),a=[1,-1,1,1,1,1],o=[1,1,1,-1,-1,-1],l=this._renderer,h=l.autoClear,u=l.toneMapping;l.getClearColor(ie),l.toneMapping=0,l.autoClear=!1;let c=new te({name:"PMREM.Background",side:1,depthWrite:!1,depthTest:!1}),d=new t0(new tE,c),p=!1,m=e.background;m?m.isColor&&(c.color.copy(m),e.background=null,p=!0):(c.color.copy(ie),p=!0);for(let f=0;f<6;f++){let g=f%3;0===g?(s.up.set(0,a[f],0),s.lookAt(o[f],0,0)):1===g?(s.up.set(0,0,a[f]),s.lookAt(0,o[f],0)):(s.up.set(0,a[f],0),s.lookAt(0,0,o[f]));let $=this._cubeSize;il(r,g*$,f>2?$:0,$,$),l.setRenderTarget(r),p&&l.render(d,s),l.render(e,s)}d.geometry.dispose(),d.material.dispose(),l.toneMapping=u,l.autoClear=h,e.background=m}_textureToCubeUV(e,i){let n=this._renderer,r=301===e.mapping||302===e.mapping;r?(null===this._cubemapMaterial&&(this._cubemapMaterial=iu()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===e.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=ih());let s=r?this._cubemapMaterial:this._equirectMaterial,a=new t0(this._lodPlanes[0],s);s.uniforms.envMap.value=e;let o=this._cubeSize;il(i,0,0,3*o,2*o),n.setRenderTarget(i),n.render(a,t9)}_applyPMREM(e){let i=this._renderer,n=i.autoClear;i.autoClear=!1;for(let r=1;r20&&console.warn(`sigmaRadians, ${s}, is too large and will clip, as it requested ${f} samples when the maximum is set to 20`);let g=[],$=0;for(let v=0;v<20;++v){let x=v/m,_=Math.exp(-x*x/2);g.push(_),0===v?$+=_:vb-4?r-b+4:0),4*(this._cubeSize-w),3*w,2*w),l.setRenderTarget(i),l.render(u,t9)}}function io(e,i,n){let r=new W(e,i,n);return r.texture.mapping=306,r.texture.name="PMREM.cubeUv",r.scissorTest=!0,r}function il(e,i,n,r,s){e.viewport.set(i,n,r,s),e.scissor.set(i,n,r,s)}function ih(){return new tP({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:ic(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n varying vec3 vOutputDirection;\n\n uniform sampler2D envMap;\n\n #include \n\n void main() {\n\n vec3 outputDirection = normalize( vOutputDirection );\n vec2 uv = equirectUv( outputDirection );\n\n gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n }\n ",blending:0,depthTest:!1,depthWrite:!1})}function iu(){return new tP({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:ic(),fragmentShader:"\n\n precision mediump float;\n precision mediump int;\n\n uniform float flipEnvMap;\n\n varying vec3 vOutputDirection;\n\n uniform samplerCube envMap;\n\n void main() {\n\n gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n }\n ",blending:0,depthTest:!1,depthWrite:!1})}function ic(){return"\n\n precision mediump float;\n precision mediump int;\n\n attribute float faceIndex;\n\n varying vec3 vOutputDirection;\n\n // RH coordinate system; PMREM face-indexing convention\n vec3 getDirection( vec2 uv, float face ) {\n\n uv = 2.0 * uv - 1.0;\n\n vec3 direction = vec3( uv, 1.0 );\n\n if ( face == 0.0 ) {\n\n direction = direction.zyx; // ( 1, v, u ) pos x\n\n } else if ( face == 1.0 ) {\n\n direction = direction.xzy;\n direction.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n } else if ( face == 2.0 ) {\n\n direction.x *= -1.0; // ( -u, v, 1 ) pos z\n\n } else if ( face == 3.0 ) {\n\n direction = direction.zyx;\n direction.xz *= -1.0; // ( -1, v, -u ) neg x\n\n } else if ( face == 4.0 ) {\n\n direction = direction.xzy;\n direction.xy *= -1.0; // ( -u, -1, v ) neg y\n\n } else if ( face == 5.0 ) {\n\n direction.z *= -1.0; // ( u, v, -1 ) neg z\n\n }\n\n return direction;\n\n }\n\n void main() {\n\n vOutputDirection = getDirection( uv, faceIndex );\n gl_Position = vec4( position, 1.0 );\n\n }\n "}function id(e){let i=new WeakMap,n=null;function r(e){let n=e.target;n.removeEventListener("dispose",r);let s=i.get(n);void 0!==s&&(i.delete(n),s.dispose())}return{get:function(s){if(s&&s.isTexture){let a=s.mapping,o=303===a||304===a,l=301===a||302===a;if(o||l){if(s.isRenderTargetTexture&&!0===s.needsPMREMUpdate){s.needsPMREMUpdate=!1;let h=i.get(s);return null===n&&(n=new ia(e)),h=o?n.fromEquirectangular(s,h):n.fromCubemap(s,h),i.set(s,h),h.texture}if(i.has(s))return i.get(s).texture;{let u=s.image;if(o&&u&&u.height>0||l&&u&&function(e){let i=0;for(let n=0;n<6;n++)void 0!==e[n]&&i++;return 6===i}(u)){null===n&&(n=new ia(e));let c=o?n.fromEquirectangular(s):n.fromCubemap(s);return i.set(s,c),s.addEventListener("dispose",r),c.texture}return null}}}return s},dispose:function(){i=new WeakMap,null!==n&&(n.dispose(),n=null)}}}function ip(e){let i={};function n(n){if(void 0!==i[n])return i[n];let 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n4(e,i),a.push(o)):o=a[s],o},dispose:function(){n=new WeakMap}}}class nB extends e9{constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}class nF extends e9{constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.referencePosition=new Y,this.nearDistance=1,this.farDistance=1e3,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}copy(e){return super.copy(e),this.referencePosition.copy(e.referencePosition),this.nearDistance=e.nearDistance,this.farDistance=e.farDistance,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}function nk(e,i,n){let r=new tk,s=new _,a=new _,o=new H,l=new nB({depthPacking:3201}),h=new nF,u={},c=n.maxTextureSize,d={0:1,1:0,2:2},p=new tP({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new _},radius:{value:4}},vertexShader:"void main() {\n gl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n const float samples = float( VSM_SAMPLES );\n float mean = 0.0;\n float squared_mean = 0.0;\n float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n float uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n for ( float i = 0.0; i < samples; i ++ ) {\n float 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a=i.update(g);p.defines.VSM_SAMPLES!==n.blurSamples&&(p.defines.VSM_SAMPLES=n.blurSamples,m.defines.VSM_SAMPLES=n.blurSamples,p.needsUpdate=!0,m.needsUpdate=!0),null===n.mapPass&&(n.mapPass=new W(s.x,s.y)),p.uniforms.shadow_pass.value=n.map.texture,p.uniforms.resolution.value=n.mapSize,p.uniforms.radius.value=n.radius,e.setRenderTarget(n.mapPass),e.clear(),e.renderBufferDirect(r,null,a,p,g,null),m.uniforms.shadow_pass.value=n.mapPass.texture,m.uniforms.resolution.value=n.mapSize,m.uniforms.radius.value=n.radius,e.setRenderTarget(n.map),e.clear(),e.renderBufferDirect(r,null,a,m,g,null)}function x(i,n,r,s,a,o){let c=null,p=!0===r.isPointLight?i.customDistanceMaterial:i.customDepthMaterial;if(void 0!==p)c=p;else if(c=!0===r.isPointLight?h:l,e.localClippingEnabled&&!0===n.clipShadows&&Array.isArray(n.clippingPlanes)&&0!==n.clippingPlanes.length||n.displacementMap&&0!==n.displacementScale||n.alphaMap&&n.alphaTest>0||n.map&&n.alphaTest>0){let m=c.uuid,f=n.uuid,g=u[m];void 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h=i.update(n),u=n.material;if(Array.isArray(u)){let c=h.groups;for(let d=0,p=c.length;dc||s.y>c)&&(s.x>c&&(a.x=Math.floor(c/_.x),s.x=a.x*_.x,x.mapSize.x=a.x),s.y>c&&(a.y=Math.floor(c/_.y),s.y=a.y*_.y,x.mapSize.y=a.y)),null===x.map){let b=3!==this.type?{minFilter:1003,magFilter:1003}:{};x.map=new W(s.x,s.y,b),x.map.texture.name=g.name+".shadowMap",x.camera.updateProjectionMatrix()}e.setRenderTarget(x.map),e.clear();let w=x.getViewportCount();for(let S=0;S=1:-1!==P.indexOf("OpenGL ES")&&(L=(R=parseFloat(/^OpenGL ES (\d)/.exec(P)[1]))>=2);let I=null,D={},N=e.getParameter(3088),O=e.getParameter(2978),z=(new H).fromArray(N),U=(new H).fromArray(O);function B(i,n,r){let s=new Uint8Array(4),a=e.createTexture();e.bindTexture(i,a),e.texParameteri(i,10241,9728),e.texParameteri(i,10240,9728);for(let o=0;or||e.height>r)&&(s=r/Math.max(e.width,e.height)),s<1||!0===i){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof 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n5;n.matrixAutoUpdate=!1,n.visible=!1,e.joints[i.jointName]=n,e.add(n)}return e.joints[i.jointName]}}class nj extends G{constructor(e,i,n,r,s,a,o,l,h,u){if(1026!==(u=void 0!==u?u:1026)&&1027!==u)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===n&&1026===u&&(n=1014),void 0===n&&1027===u&&(n=1020),super(null,r,s,a,o,l,u,n,h),this.isDepthTexture=!0,this.image={width:e,height:i},this.magFilter=void 0!==o?o:1003,this.minFilter=void 0!==l?l:1003,this.flipY=!1,this.generateMipmaps=!1}}class nq extends s{constructor(e,i){super();let n=this,r=null,s=1,a=null,o="local-floor",l=null,h=null,u=null,c=null,d=null,p=null,m=i.getContextAttributes(),f=null,g=null,$=[],v=[],x=new Set,_=new Map,y=new tD;y.layers.enable(1),y.viewport=new H;let b=new tD;b.layers.enable(2),b.viewport=new H;let w=[y,b],S=new n6;S.layers.enable(1),S.layers.enable(2);let M=null,T=null;function E(e){let i=v.indexOf(e.inputSource);if(-1===i)return;let n=$[i];void 0!==n&&n.dispatchEvent({type:e.type,data:e.inputSource})}function A(){r.removeEventListener("select",E),r.removeEventListener("selectstart",E),r.removeEventListener("selectend",E),r.removeEventListener("squeeze",E),r.removeEventListener("squeezestart",E),r.removeEventListener("squeezeend",E),r.removeEventListener("end",A),r.removeEventListener("inputsourceschange",C);for(let i=0;i<$.length;i++){let s=v[i];null!==s&&(v[i]=null,$[i].disconnect(s))}M=null,T=null,e.setRenderTarget(f),d=null,c=null,u=null,r=null,g=null,D.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function C(e){for(let i=0;i=0&&(v[r]=null,$[r].disconnect(n))}for(let s=0;s=v.length){v.push(a),o=l;break}if(null===v[l]){v[l]=a,o=l;break}}if(-1===o)break}let h=$[o];h&&h.connect(a)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(e){let i=$[e];return void 0===i&&(i=new n7,$[e]=i),i.getTargetRaySpace()},this.getControllerGrip=function(e){let i=$[e];return void 0===i&&(i=new n7,$[e]=i),i.getGripSpace()},this.getHand=function(e){let i=$[e];return void 0===i&&(i=new n7,$[e]=i),i.getHandSpace()},this.setFramebufferScaleFactor=function(e){s=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(e){o=e,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||a},this.setReferenceSpace=function(e){l=e},this.getBaseLayer=function(){return null!==c?c:d},this.getBinding=function(){return u},this.getFrame=function(){return p},this.getSession=function(){return r},this.setSession=async function(h){if(null!==(r=h)){if(f=e.getRenderTarget(),r.addEventListener("select",E),r.addEventListener("selectstart",E),r.addEventListener("selectend",E),r.addEventListener("squeeze",E),r.addEventListener("squeezestart",E),r.addEventListener("squeezeend",E),r.addEventListener("end",A),r.addEventListener("inputsourceschange",C),!0!==m.xrCompatible&&await i.makeXRCompatible(),void 0===r.renderState.layers||!1===e.capabilities.isWebGL2){let p={antialias:void 0!==r.renderState.layers||m.antialias,alpha:m.alpha,depth:m.depth,stencil:m.stencil,framebufferScaleFactor:s};d=new XRWebGLLayer(r,i,p),r.updateRenderState({baseLayer:d}),g=new W(d.framebufferWidth,d.framebufferHeight,{format:1023,type:1009,encoding:e.outputEncoding,stencilBuffer:m.stencil})}else{let $=null,v=null,x=null;m.depth&&(x=m.stencil?35056:33190,$=m.stencil?1027:1026,v=m.stencil?1020:1014);let _={colorFormat:32856,depthFormat:x,scaleFactor:s};c=(u=new 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s=0;sD&&(_.set(P,P.lastChangedTime),n.dispatchEvent({type:"planechanged",data:P}))}else x.add(P),_.set(P,r.lastChangedTime),n.dispatchEvent({type:"planeadded",data:P})}p=null}),this.setAnimationLoop=function(e){I=e},this.dispose=function(){}}}function nX(e,i){function n(n,r){n.opacity.value=r.opacity,r.color&&n.diffuse.value.copy(r.color),r.emissive&&n.emissive.value.copy(r.emissive).multiplyScalar(r.emissiveIntensity),r.map&&(n.map.value=r.map),r.alphaMap&&(n.alphaMap.value=r.alphaMap),r.bumpMap&&(n.bumpMap.value=r.bumpMap,n.bumpScale.value=r.bumpScale,1===r.side&&(n.bumpScale.value*=-1)),r.displacementMap&&(n.displacementMap.value=r.displacementMap,n.displacementScale.value=r.displacementScale,n.displacementBias.value=r.displacementBias),r.emissiveMap&&(n.emissiveMap.value=r.emissiveMap),r.normalMap&&(n.normalMap.value=r.normalMap,n.normalScale.value.copy(r.normalScale),1===r.side&&n.normalScale.value.negate()),r.specularMap&&(n.specularMap.value=r.specularMap),r.alphaTest>0&&(n.alphaTest.value=r.alphaTest);let s=i.get(r).envMap;if(s&&(n.envMap.value=s,n.flipEnvMap.value=s.isCubeTexture&&!1===s.isRenderTargetTexture?-1:1,n.reflectivity.value=r.reflectivity,n.ior.value=r.ior,n.refractionRatio.value=r.refractionRatio),r.lightMap){n.lightMap.value=r.lightMap;let a=!0!==e.physicallyCorrectLights?Math.PI:1;n.lightMapIntensity.value=r.lightMapIntensity*a}let o,l;r.aoMap&&(n.aoMap.value=r.aoMap,n.aoMapIntensity.value=r.aoMapIntensity),r.map?o=r.map:r.specularMap?o=r.specularMap:r.displacementMap?o=r.displacementMap:r.normalMap?o=r.normalMap:r.bumpMap?o=r.bumpMap:r.roughnessMap?o=r.roughnessMap:r.metalnessMap?o=r.metalnessMap:r.alphaMap?o=r.alphaMap:r.emissiveMap?o=r.emissiveMap:r.clearcoatMap?o=r.clearcoatMap:r.clearcoatNormalMap?o=r.clearcoatNormalMap:r.clearcoatRoughnessMap?o=r.clearcoatRoughnessMap:r.iridescenceMap?o=r.iridescenceMap:r.iridescenceThicknessMap?o=r.iridescenceThicknessMap:r.specularIntensityMap?o=r.specularIntensityMap:r.specularColorMap?o=r.specularColorMap:r.transmissionMap?o=r.transmissionMap:r.thicknessMap?o=r.thicknessMap:r.sheenColorMap?o=r.sheenColorMap:r.sheenRoughnessMap&&(o=r.sheenRoughnessMap),void 0!==o&&(o.isWebGLRenderTarget&&(o=o.texture),!0===o.matrixAutoUpdate&&o.updateMatrix(),n.uvTransform.value.copy(o.matrix)),r.aoMap?l=r.aoMap:r.lightMap&&(l=r.lightMap),void 0!==l&&(l.isWebGLRenderTarget&&(l=l.texture),!0===l.matrixAutoUpdate&&l.updateMatrix(),n.uv2Transform.value.copy(l.matrix))}return{refreshFogUniforms:function(i,n){n.color.getRGB(i.fogColor.value,tL(e)),n.isFog?(i.fogNear.value=n.near,i.fogFar.value=n.far):n.isFogExp2&&(i.fogDensity.value=n.density)},refreshMaterialUniforms:function(e,r,s,a,o){var l,h,u,c,d,p,m,f,g,$,v,x,_,y,b,w,S,M,T,E,A;let C,L;r.isMeshBasicMaterial||r.isMeshLambertMaterial?n(e,r):r.isMeshToonMaterial?(n(e,r),l=e,(h=r).gradientMap&&(l.gradientMap.value=h.gradientMap)):r.isMeshPhongMaterial?(n(e,r),u=e,c=r,u.specular.value.copy(c.specular),u.shininess.value=Math.max(c.shininess,1e-4)):r.isMeshStandardMaterial?(n(e,r),function(e,n){e.roughness.value=n.roughness,e.metalness.value=n.metalness,n.roughnessMap&&(e.roughnessMap.value=n.roughnessMap),n.metalnessMap&&(e.metalnessMap.value=n.metalnessMap);let r=i.get(n).envMap;r&&(e.envMapIntensity.value=n.envMapIntensity)}(e,r),r.isMeshPhysicalMaterial&&(d=e,p=r,m=o,d.ior.value=p.ior,p.sheen>0&&(d.sheenColor.value.copy(p.sheenColor).multiplyScalar(p.sheen),d.sheenRoughness.value=p.sheenRoughness,p.sheenColorMap&&(d.sheenColorMap.value=p.sheenColorMap),p.sheenRoughnessMap&&(d.sheenRoughnessMap.value=p.sheenRoughnessMap)),p.clearcoat>0&&(d.clearcoat.value=p.clearcoat,d.clearcoatRoughness.value=p.clearcoatRoughness,p.clearcoatMap&&(d.clearcoatMap.value=p.clearcoatMap),p.clearcoatRoughnessMap&&(d.clearcoatRoughnessMap.value=p.clearcoatRoughnessMap),p.clearcoatNormalMap&&(d.clearcoatNormalScale.value.copy(p.clearcoatNormalScale),d.clearcoatNormalMap.value=p.clearcoatNormalMap,1===p.side&&d.clearcoatNormalScale.value.negate())),p.iridescence>0&&(d.iridescence.value=p.iridescence,d.iridescenceIOR.value=p.iridescenceIOR,d.iridescenceThicknessMinimum.value=p.iridescenceThicknessRange[0],d.iridescenceThicknessMaximum.value=p.iridescenceThicknessRange[1],p.iridescenceMap&&(d.iridescenceMap.value=p.iridescenceMap),p.iridescenceThicknessMap&&(d.iridescenceThicknessMap.value=p.iridescenceThicknessMap)),p.transmission>0&&(d.transmission.value=p.transmission,d.transmissionSamplerMap.value=m.texture,d.transmissionSamplerSize.value.set(m.width,m.height),p.transmissionMap&&(d.transmissionMap.value=p.transmissionMap),d.thickness.value=p.thickness,p.thicknessMap&&(d.thicknessMap.value=p.thicknessMap),d.attenuationDistance.value=p.attenuationDistance,d.attenuationColor.value.copy(p.attenuationColor)),d.specularIntensity.value=p.specularIntensity,d.specularColor.value.copy(p.specularColor),p.specularIntensityMap&&(d.specularIntensityMap.value=p.specularIntensityMap),p.specularColorMap&&(d.specularColorMap.value=p.specularColorMap))):r.isMeshMatcapMaterial?(n(e,r),f=e,(g=r).matcap&&(f.matcap.value=g.matcap)):r.isMeshDepthMaterial?n(e,r):r.isMeshDistanceMaterial?(n(e,r),$=e,v=r,$.referencePosition.value.copy(v.referencePosition),$.nearDistance.value=v.nearDistance,$.farDistance.value=v.farDistance):r.isMeshNormalMaterial?n(e,r):r.isLineBasicMaterial?(x=e,_=r,x.diffuse.value.copy(_.color),x.opacity.value=_.opacity,r.isLineDashedMaterial&&(y=e,b=r,y.dashSize.value=b.dashSize,y.totalSize.value=b.dashSize+b.gapSize,y.scale.value=b.scale)):r.isPointsMaterial?(w=e,S=r,M=s,T=a,w.diffuse.value.copy(S.color),w.opacity.value=S.opacity,w.size.value=S.size*M,w.scale.value=.5*T,S.map&&(w.map.value=S.map),S.alphaMap&&(w.alphaMap.value=S.alphaMap),S.alphaTest>0&&(w.alphaTest.value=S.alphaTest),S.map?C=S.map:S.alphaMap&&(C=S.alphaMap),void 0!==C&&(!0===C.matrixAutoUpdate&&C.updateMatrix(),w.uvTransform.value.copy(C.matrix))):r.isSpriteMaterial?(E=e,A=r,E.diffuse.value.copy(A.color),E.opacity.value=A.opacity,E.rotation.value=A.rotation,A.map&&(E.map.value=A.map),A.alphaMap&&(E.alphaMap.value=A.alphaMap),A.alphaTest>0&&(E.alphaTest.value=A.alphaTest),A.map?L=A.map:A.alphaMap&&(L=A.alphaMap),void 0!==L&&(!0===L.matrixAutoUpdate&&L.updateMatrix(),E.uvTransform.value.copy(L.matrix))):r.isShadowMaterial?(e.color.value.copy(r.color),e.opacity.value=r.opacity):r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)}}}function nY(e,i,n,r){let s={},a={},o=[],l=n.isWebGL2?e.getParameter(35375):0;function h(e,i,n){let r=e.value;if(void 0===n[i]){if("number"==typeof r)n[i]=r;else{let s=Array.isArray(r)?r:[r],a=[];for(let o=0;o0&&0!=(r=n%16)&&16-r-l.boundary<0&&(n+=16-r,o.__offset=n),n+=l.storage}(r=n%16)>0&&(n+=16-r),e.__size=n,e.__cache={}}(n),p=function(i){let n=function(){for(let e=0;es.matrixWorld.determinant(),l=function(e,i,n,r,s){var a,o;!0!==i.isScene&&(i=j),ee.resetTextureUnits();let l=i.fog,h=r.isMeshStandardMaterial?i.environment:null,u=null===b?$.outputEncoding:!0===b.isXRRenderTarget?b.texture.encoding:3e3,c=(r.isMeshStandardMaterial?ei:et).get(r.envMap||h),d=!0===r.vertexColors&&!!n.attributes.color&&4===n.attributes.color.itemSize,m=!!r.normalMap&&!!n.attributes.tangent,f=!!n.morphAttributes.position,g=!!n.morphAttributes.normal,v=!!n.morphAttributes.color,x=r.toneMapped?$.toneMapping:0,_=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color,y=void 0!==_?_.length:0,M=Q.get(r),T=p.state.lights;if(!0===U&&(!0===B||e!==S)){let E=e===S&&r.id===w;eu.setState(r,e,E)}let A=!1;r.version===M.__version?M.needsLights&&M.lightsStateVersion!==T.state.version||M.outputEncoding!==u||s.isInstancedMesh&&!1===M.instancing?A=!0:s.isInstancedMesh||!0!==M.instancing?s.isSkinnedMesh&&!1===M.skinning?A=!0:s.isSkinnedMesh||!0!==M.skinning?M.envMap!==c||!0===r.fog&&M.fog!==l?A=!0:void 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H=r.uniformsGroups;for(let W=0,q=H.length;W0&&function(e,i,n){let r=Z.isWebGL2;null===F&&(F=new W(1,1,{generateMipmaps:!0,type:X.has("EXT_color_buffer_half_float")?1016:1009,minFilter:1008,samples:r&&!0===a?4:0})),$.getDrawingBufferSize(V),r?F.setSize(V.x,V.y):F.setSize(g(V.x),g(V.y));let s=$.getRenderTarget();$.setRenderTarget(F),$.clear();let o=$.toneMapping;$.toneMapping=0,eP(e,i,n),$.toneMapping=o,ee.updateMultisampleRenderTarget(F),ee.updateRenderTargetMipmap(F),$.setRenderTarget(s)}(s,i,n),r&&J.viewport(M.copy(r)),s.length>0&&eP(s,i,n),o.length>0&&eP(o,i,n),l.length>0&&eP(l,i,n),J.buffers.depth.setTest(!0),J.buffers.depth.setMask(!0),J.buffers.color.setMask(!0),J.setPolygonOffset(!1)}function eP(e,i,n){let r=!0===i.isScene?i.overrideMaterial:null;for(let s=0,a=e.length;s0?f[f.length-1]:null,m.pop(),d=m.length>0?m[m.length-1]:null},this.getActiveCubeFace=function(){return x},this.getActiveMipmapLevel=function(){return y},this.getRenderTarget=function(){return 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h=e.texture;(h.isData3DTexture||h.isDataArrayTexture||h.isCompressedArrayTexture)&&(o=!0);let u=Q.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget?(s=u[i],a=!0):s=Z.isWebGL2&&e.samples>0&&!1===ee.useMultisampledRTT(e)?Q.get(e).__webglMultisampledFramebuffer:u,M.copy(e.viewport),E.copy(e.scissor),A=e.scissorTest}else M.copy(D).multiplyScalar(R).floor(),E.copy(N).multiplyScalar(R).floor(),A=O;if(J.bindFramebuffer(36160,s)&&Z.drawBuffers&&r&&J.drawBuffers(e,s),J.viewport(M),J.scissor(E),J.setScissorTest(A),a){let c=Q.get(e.texture);e8.framebufferTexture2D(36160,36064,34069+i,c.__webglTexture,n)}else if(o){let d=Q.get(e.texture);e8.framebufferTextureLayer(36160,36064,d.__webglTexture,n||0,i||0)}w=-1},this.readRenderTargetPixels=function(e,i,n,r,s,a,o){if(!e||!e.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let l=Q.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&void 0!==o&&(l=l[o]),l){J.bindFramebuffer(36160,l);try{let h=e.texture,u=h.format,c=h.type;if(1023!==u&&eg.convert(u)!==e8.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");let d=1016===c&&(X.has("EXT_color_buffer_half_float")||Z.isWebGL2&&X.has("EXT_color_buffer_float"));if(!(1009===c||eg.convert(c)===e8.getParameter(35738)||1015===c&&(Z.isWebGL2||X.has("OES_texture_float")||X.has("WEBGL_color_buffer_float"))||d))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");i>=0&&i<=e.width-r&&n>=0&&n<=e.height-s&&e8.readPixels(i,n,r,s,eg.convert(u),eg.convert(c),a)}finally{let p=null!==b?Q.get(b).__webglFramebuffer:null;J.bindFramebuffer(36160,p)}}},this.copyFramebufferToTexture=function(e,i,n=0){let r=Math.pow(2,-n),s=Math.floor(i.image.width*r),a=Math.floor(i.image.height*r);ee.setTexture2D(i,0),e8.copyTexSubImage2D(3553,n,0,0,e.x,e.y,s,a),J.unbindTexture()},this.copyTextureToTexture=function(e,i,n,r=0){let s=i.image.width,a=i.image.height,o=eg.convert(n.format),l=eg.convert(n.type);ee.setTexture2D(n,0),e8.pixelStorei(37440,n.flipY),e8.pixelStorei(37441,n.premultiplyAlpha),e8.pixelStorei(3317,n.unpackAlignment),i.isDataTexture?e8.texSubImage2D(3553,r,e.x,e.y,s,a,o,l,i.image.data):i.isCompressedTexture?e8.compressedTexSubImage2D(3553,r,e.x,e.y,i.mipmaps[0].width,i.mipmaps[0].height,o,i.mipmaps[0].data):e8.texSubImage2D(3553,r,e.x,e.y,o,l,i.image),0===r&&n.generateMipmaps&&e8.generateMipmap(3553),J.unbindTexture()},this.copyTextureToTexture3D=function(e,i,n,r,s=0){if($.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");let a=e.max.x-e.min.x+1,o=e.max.y-e.min.y+1,l=e.max.z-e.min.z+1,h=eg.convert(r.format),u=eg.convert(r.type),c;if(r.isData3DTexture)ee.setTexture3D(r,0),c=32879;else{if(!r.isDataArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");ee.setTexture2DArray(r,0),c=35866}e8.pixelStorei(37440,r.flipY),e8.pixelStorei(37441,r.premultiplyAlpha),e8.pixelStorei(3317,r.unpackAlignment);let d=e8.getParameter(3314),p=e8.getParameter(32878),m=e8.getParameter(3316),f=e8.getParameter(3315),g=e8.getParameter(32877),v=n.isCompressedTexture?n.mipmaps[0]:n.image;e8.pixelStorei(3314,v.width),e8.pixelStorei(32878,v.height),e8.pixelStorei(3316,e.min.x),e8.pixelStorei(3315,e.min.y),e8.pixelStorei(32877,e.min.z),n.isDataTexture||n.isData3DTexture?e8.texSubImage3D(c,s,i.x,i.y,i.z,a,o,l,h,u,v.data):n.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),e8.compressedTexSubImage3D(c,s,i.x,i.y,i.z,a,o,l,h,v.data)):e8.texSubImage3D(c,s,i.x,i.y,i.z,a,o,l,h,u,v),e8.pixelStorei(3314,d),e8.pixelStorei(32878,p),e8.pixelStorei(3316,m),e8.pixelStorei(3315,f),e8.pixelStorei(32877,g),0===s&&r.generateMipmaps&&e8.generateMipmap(c),J.unbindTexture()},this.initTexture=function(e){e.isCubeTexture?ee.setTextureCube(e,0):e.isData3DTexture?ee.setTexture3D(e,0):e.isDataArrayTexture||e.isCompressedArrayTexture?ee.setTexture2DArray(e,0):ee.setTexture2D(e,0),J.unbindTexture()},this.resetState=function(){x=0,y=0,b=null,J.reset(),e$.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class nJ extends nZ{}nJ.prototype.isWebGL1Renderer=!0;class nK{constructor(e,i=25e-5){this.isFogExp2=!0,this.name="",this.color=new z(e),this.density=i}clone(){return new nK(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}class nQ{constructor(e,i=1,n=1e3){this.isFog=!0,this.name="",this.color=new z(e),this.near=i,this.far=n}clone(){return new nQ(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}class n9 extends eH{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,i){return super.copy(e,i),null!==e.background&&(this.background=e.background.clone()),null!==e.environment&&(this.environment=e.environment.clone()),null!==e.fog&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,null!==e.overrideMaterial&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){let i=super.toJSON(e);return null!==this.fog&&(i.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(i.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(i.backgroundIntensity=this.backgroundIntensity),i}get autoUpdate(){return console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate}set autoUpdate(e){console.warn("THREE.Scene: autoUpdate was renamed to matrixWorldAutoUpdate in r144."),this.matrixWorldAutoUpdate=e}}class re{constructor(e,i){this.isInterleavedBuffer=!0,this.array=e,this.stride=i,this.count=void 0!==e?e.length/i:0,this.usage=35044,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=u()}onUploadCallback(){}set needsUpdate(e){!0===e&&this.version++}setUsage(e){return this.usage=e,this}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,i,n){e*=this.stride,n*=i.stride;for(let r=0,s=this.stride;re.far||i.push({distance:l,point:rs.clone(),uv:eK.getUV(rs,rc,rd,rp,rm,rf,rg,new _),face:null,object:this})}copy(e,i){return super.copy(e,i),void 0!==e.center&&this.center.copy(e.center),this.material=e.material,this}}function rv(e,i,n,r,s,a){rl.subVectors(e,n).addScalar(.5).multiply(r),void 0!==s?(rh.x=a*rl.x-s*rl.y,rh.y=s*rl.x+a*rl.y):rh.copy(rl),e.copy(i),e.x+=rh.x,e.y+=rh.y,e.applyMatrix4(ru)}let r8=new Y,rx=new Y;class r_ extends eH{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(e){super.copy(e,!1);let i=e.levels;for(let n=0,r=i.length;n0){let n,r;for(n=1,r=i.length;n0){r8.setFromMatrixPosition(this.matrixWorld);let n=e.ray.origin.distanceTo(r8);this.getObjectForDistance(n).raycast(e,i)}}update(e){let i=this.levels;if(i.length>1){r8.setFromMatrixPosition(e.matrixWorld),rx.setFromMatrixPosition(this.matrixWorld);let n=r8.distanceTo(rx)/e.zoom,r,s;for(i[0].object.visible=!0,r=1,s=i.length;r=a))break;i[r-1].object.visible=!1,i[r].object.visible=!0}for(this._currentLevel=r-1;rl)continue;d.applyMatrix4(this.matrixWorld);let _=e.ray.origin.distanceTo(d);_e.far||i.push({distance:_,point:c.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this})}else for(let y=Math.max(0,a.start),b=Math.min(f.count,a.start+a.count)-1;yl)continue;d.applyMatrix4(this.matrixWorld);let w=e.ray.origin.distanceTo(d);we.far||i.push({distance:w,point:c.clone().applyMatrix4(this.matrixWorld),index:y,face:null,faceIndex:null,object:this})}}updateMorphTargets(){let e=this.geometry.morphAttributes,i=Object.keys(e);if(i.length>0){let n=e[i[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,s=n.length;r0){let n=e[i[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let r=0,s=n.length;rs.far)return;a.push({distance:u,distanceToRay:Math.sqrt(l),point:h,index:i,face:null,object:o})}}class rY extends G{constructor(e,i,n,r,s,a,o,l,h,u,c,d){super(null,a,o,l,h,u,r,s,c,d),this.isCompressedTexture=!0,this.image={width:i,height:n},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}}class rZ{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(e,i){let n=this.getUtoTmapping(e);return this.getPoint(n,i)}getPoints(e=5){let i=[];for(let n=0;n<=e;n++)i.push(this.getPoint(n/e));return i}getSpacedPoints(e=5){let i=[];for(let n=0;n<=e;n++)i.push(this.getPointAt(n/e));return i}getLength(){let e=this.getLengths();return e[e.length-1]}getLengths(e=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===e+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;let i=[],n,r=this.getPoint(0),s=0;i.push(0);for(let a=1;a<=e;a++)s+=(n=this.getPoint(a/e)).distanceTo(r),i.push(s),r=n;return this.cacheArcLengths=i,i}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(e,i){let n=this.getLengths(),r=0,s=n.length,a;a=i||e*n[s-1];let o,l=0,h=s-1;for(;l<=h;)if((o=n[r=Math.floor(l+(h-l)/2)]-a)<0)l=r+1;else{if(!(o>0)){h=r;break}h=r-1}if(n[r=h]===a)return r/(s-1);let u=n[r];return(r+(a-u)/(n[r+1]-u))/(s-1)}getTangent(e,i){let n=e-1e-4,r=e+1e-4;n<0&&(n=0),r>1&&(r=1);let s=this.getPoint(n),a=this.getPoint(r),o=i||(s.isVector2?new _:new Y);return o.copy(a).sub(s).normalize(),o}getTangentAt(e,i){let n=this.getUtoTmapping(e);return this.getTangent(n,i)}computeFrenetFrames(e,i){let n=new Y,r=[],s=[],a=[],o=new Y,l=new eS;for(let h=0;h<=e;h++){let u=h/e;r[h]=this.getTangentAt(u,new Y)}s[0]=new Y,a[0]=new Y;let d=Number.MAX_VALUE,p=Math.abs(r[0].x),m=Math.abs(r[0].y),f=Math.abs(r[0].z);p<=d&&(d=p,n.set(1,0,0)),m<=d&&(d=m,n.set(0,1,0)),f<=d&&n.set(0,0,1),o.crossVectors(r[0],n).normalize(),s[0].crossVectors(r[0],o),a[0].crossVectors(r[0],s[0]);for(let g=1;g<=e;g++){if(s[g]=s[g-1].clone(),a[g]=a[g-1].clone(),o.crossVectors(r[g-1],r[g]),o.length()>Number.EPSILON){o.normalize();let $=Math.acos(c(r[g-1].dot(r[g]),-1,1));s[g].applyMatrix4(l.makeRotationAxis(o,$))}a[g].crossVectors(r[g],s[g])}if(!0===i){let v=Math.acos(c(s[0].dot(s[e]),-1,1));v/=e,r[0].dot(o.crossVectors(s[0],s[e]))>0&&(v=-v);for(let x=1;x<=e;x++)s[x].applyMatrix4(l.makeRotationAxis(r[x],v*x)),a[x].crossVectors(r[x],s[x])}return{tangents:r,normals:s,binormals:a}}clone(){return(new this.constructor).copy(this)}copy(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}toJSON(){let e={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return e.arcLengthDivisions=this.arcLengthDivisions,e.type=this.type,e}fromJSON(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}}class rJ extends rZ{constructor(e=0,i=0,n=1,r=1,s=0,a=2*Math.PI,o=!1,l=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=e,this.aY=i,this.xRadius=n,this.yRadius=r,this.aStartAngle=s,this.aEndAngle=a,this.aClockwise=o,this.aRotation=l}getPoint(e,i){let n=i||new _,r=2*Math.PI,s=this.aEndAngle-this.aStartAngle,a=Math.abs(s)r;)s-=r;s0?0:(Math.floor(Math.abs(h)/s)+1)*s:0===u&&h===s-1&&(h=s-2,u=1),this.closed||h>0?o=r[(h-1)%s]:(r9.subVectors(r[0],r[1]).add(r[0]),o=r9);let c=r[h%s],d=r[(h+1)%s];if(this.closed||h+2r.length-2?r.length-1:a+1],c=r[a>r.length-3?r.length-1:a+2];return n.set(sr(o,l.x,h.x,u.x,c.x),sr(o,l.y,h.y,u.y,c.y)),n}copy(e){super.copy(e),this.points=[];for(let i=0,n=e.points.length;i=n){let a=r[s]-n,o=this.curves[s],l=o.getLength(),h=0===l?0:1-a/l;return o.getPointAt(h,i)}s++}return null}getLength(){let e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;let e=[],i=0;for(let n=0,r=this.curves.length;n1&&!i[i.length-1].equals(i[0])&&i.push(i[0]),i}copy(e){super.copy(e),this.curves=[];for(let i=0,n=e.curves.length;i0){let u=h.getPoint(0);u.equals(this.currentPoint)||this.lineTo(u.x,u.y)}this.curves.push(h);let c=h.getPoint(1);return this.currentPoint.copy(c),this}copy(e){return super.copy(e),this.currentPoint.copy(e.currentPoint),this}toJSON(){let e=super.toJSON();return e.currentPoint=this.currentPoint.toArray(),e}fromJSON(e){return super.fromJSON(e),this.currentPoint.fromArray(e.currentPoint),this}}class s$ extends tm{constructor(e=[new _(0,-.5),new _(.5,0),new _(0,.5)],i=12,n=0,r=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:e,segments:i,phiStart:n,phiLength:r},i=Math.floor(i),r=c(r,0,2*Math.PI);let s=[],a=[],o=[],l=[],h=[],u=1/i,d=new Y,p=new _,m=new Y,f=new Y,g=new Y,$=0,v=0;for(let x=0;x<=e.length-1;x++)switch(x){case 0:$=e[x+1].x-e[x].x,v=e[x+1].y-e[x].y,m.x=1*v,m.y=-$,m.z=0*v,g.copy(m),m.normalize(),l.push(m.x,m.y,m.z);break;case e.length-1:l.push(g.x,g.y,g.z);break;default:$=e[x+1].x-e[x].x,v=e[x+1].y-e[x].y,m.x=1*v,m.y=-$,m.z=0*v,f.copy(m),m.x+=g.x,m.y+=g.y,m.z+=g.z,m.normalize(),l.push(m.x,m.y,m.z),g.copy(f)}for(let y=0;y<=i;y++){let b=n+y*u*r,w=Math.sin(b),S=Math.cos(b);for(let M=0;M<=e.length-1;M++){d.x=e[M].x*w,d.y=e[M].y,d.z=e[M].x*S,a.push(d.x,d.y,d.z),p.x=y/i,p.y=M/(e.length-1),o.push(p.x,p.y);let T=l[3*M+0]*w,E=l[3*M+1],A=l[3*M+0]*S;h.push(T,E,A)}}for(let C=0;C0&&v(!0),i>0&&v(!1)),this.setIndex(u),this.setAttribute("position",new ta(c,3)),this.setAttribute("normal",new ta(d,3)),this.setAttribute("uv",new ta(p,2))}static fromJSON(e){return new sx(e.radiusTop,e.radiusBottom,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}}class s_ extends sx{constructor(e=1,i=1,n=32,r=1,s=!1,a=0,o=2*Math.PI){super(0,e,i,n,r,s,a,o),this.type="ConeGeometry",this.parameters={radius:e,height:i,radialSegments:n,heightSegments:r,openEnded:s,thetaStart:a,thetaLength:o}}static fromJSON(e){return new s_(e.radius,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}}class sy extends tm{constructor(e=[],i=[],n=1,r=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:e,indices:i,radius:n,detail:r};let s=[],a=[];function o(e,i,n,r){let s=r+1,a=[];for(let o=0;o<=s;o++){a[o]=[];let h=e.clone().lerp(n,o/s),u=i.clone().lerp(n,o/s),c=s-o;for(let d=0;d<=c;d++)a[o][d]=0===d&&o===s?h:h.clone().lerp(u,d/c)}for(let p=0;p.9&&o<.1&&(i<.2&&(a[e+0]+=1),n<.2&&(a[e+2]+=1),r<.2&&(a[e+4]+=1))}}()}(),this.setAttribute("position",new 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d=Math.sqrt(c),p=Math.sqrt(h*h+u*u),m=i.x-l/d,f=i.y+o/d,g=((n.x-u/p-m)*u-(n.y+h/p-f)*h)/(o*u-l*h);r=m+o*g-e.x,s=f+l*g-e.y;let $=r*r+s*s;if($<=2)return new _(r,s);a=Math.sqrt($/2)}else{let v=!1;o>Number.EPSILON?h>Number.EPSILON&&(v=!0):o<-Number.EPSILON?h<-Number.EPSILON&&(v=!0):Math.sign(l)===Math.sign(u)&&(v=!0),v?(r=-l,s=o,a=Math.sqrt(c)):(r=o,s=l,a=Math.sqrt(c/2))}return new _(r/a,s/a)}let B=[];for(let F=0,k=R.length,V=k-1,G=F+1;F=0;ex--){let e_=ex/m,ey=c*Math.cos(e_*Math.PI/2),eb=d*Math.sin(e_*Math.PI/2)+p;for(let ew=0,eS=R.length;ew=0;){let r=n,s=n-1;s<0&&(s=e.length-1);for(let a=0,o=l+2*m;a0)&&p.push(M,T,A),(w!==n-1||l0!=e>0&&this.version++,this._sheen=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}}class ad extends e9{constructor(e){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new z(16777215),this.specular=new z(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new z(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new _(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class ap extends e9{constructor(e){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new z(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new z(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new _(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}class am extends e9{constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new _(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}}class af extends e9{constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new z(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new z(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new _(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class ag extends e9{constructor(e){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new z(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new _(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.flatShading=e.flatShading,this.fog=e.fog,this}}class a$ extends rN{constructor(e){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}copy(e){return super.copy(e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this}}function av(e,i,n){return ax(e)?new e.constructor(e.subarray(i,void 0!==n?n:e.length)):e.slice(i,n)}function a8(e,i,n){return e&&(n||e.constructor!==i)?"number"==typeof i.BYTES_PER_ELEMENT?new i(e):Array.prototype.slice.call(e):e}function ax(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)}function a_(e){let i=e.length,n=Array(i);for(let r=0;r!==i;++r)n[r]=r;return n.sort(function(i,n){return e[i]-e[n]}),n}function ay(e,i,n){let r=e.length,s=new e.constructor(r);for(let a=0,o=0;o!==r;++a){let l=n[a]*i;for(let h=0;h!==i;++h)s[o++]=e[l+h]}return s}function ab(e,i,n,r){let s=1,a=e[0];for(;void 0!==a&&void 0===a[r];)a=e[s++];if(void 0===a)return;let o=a[r];if(void 0!==o){if(Array.isArray(o))do void 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a!==e.length?(this.times=av(e,0,a),this.values=av(i,0,a*n)):(this.times=e,this.values=i),this}clone(){let e=av(this.times,0),i=av(this.values,0),n=new this.constructor(this.name,e,i);return n.createInterpolant=this.createInterpolant,n}}aT.prototype.TimeBufferType=Float32Array,aT.prototype.ValueBufferType=Float32Array,aT.prototype.DefaultInterpolation=2301;class aE extends aT{}aE.prototype.ValueTypeName="bool",aE.prototype.ValueBufferType=Array,aE.prototype.DefaultInterpolation=2300,aE.prototype.InterpolantFactoryMethodLinear=void 0,aE.prototype.InterpolantFactoryMethodSmooth=void 0;class aA extends aT{}aA.prototype.ValueTypeName="color";class aC extends aT{}aC.prototype.ValueTypeName="number";class aL extends aS{constructor(e,i,n,r){super(e,i,n,r)}interpolate_(e,i,n,r){let s=this.resultBuffer,a=this.sampleValues,o=this.valueSize,l=(n-i)/(r-i),h=e*o;for(let u=h+o;h!==u;h+=4)X.slerpFlat(s,0,a,h-o,a,h,l);return s}}class aR extends aT{InterpolantFactoryMethodLinear(e){return new aL(this.times,this.values,this.getValueSize(),e)}}aR.prototype.ValueTypeName="quaternion",aR.prototype.DefaultInterpolation=2301,aR.prototype.InterpolantFactoryMethodSmooth=void 0;class aP extends aT{}aP.prototype.ValueTypeName="string",aP.prototype.ValueBufferType=Array,aP.prototype.DefaultInterpolation=2300,aP.prototype.InterpolantFactoryMethodLinear=void 0,aP.prototype.InterpolantFactoryMethodSmooth=void 0;class aI extends aT{}aI.prototype.ValueTypeName="vector";class aD{constructor(e,i=-1,n,r=2500){this.name=e,this.tracks=n,this.duration=i,this.blendMode=r,this.uuid=u(),this.duration<0&&this.resetDuration()}static parse(e){let i=[],n=e.tracks,r=1/(e.fps||1);for(let s=0,a=n.length;s!==a;++s)i.push(a3(n[s]).scale(r));let o=new this(e.name,e.duration,i,e.blendMode);return o.uuid=e.uuid,o}static toJSON(e){let i=[],n=e.tracks,r={name:e.name,duration:e.duration,tracks:i,uuid:e.uuid,blendMode:e.blendMode};for(let s=0,a=n.length;s!==a;++s)i.push(aT.toJSON(n[s]));return r}static 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ReadableStream||void 0===i.body||void 0===i.body.getReader)return i;let n=a4[e],r=i.body.getReader(),s=i.headers.get("Content-Length")||i.headers.get("X-File-Size"),a=s?parseInt(s):0,o=0!==a,l=0,h=new ReadableStream({start(e){!function i(){r.read().then(({done:r,value:s})=>{if(r)e.close();else{l+=s.byteLength;let h=new ProgressEvent("progress",{lengthComputable:o,loaded:l,total:a});for(let u=0,c=n.length;u{switch(l){case"arraybuffer":return e.arrayBuffer();case"blob":return e.blob();case"document":return e.text().then(e=>(new DOMParser).parseFromString(e,o));case"json":return e.json();default:if(void 0===o)return e.text();{let i=/charset="?([^;"\s]*)"?/i.exec(o),n=i&&i[1]?i[1].toLowerCase():void 0,r=new TextDecoder(n);return e.arrayBuffer().then(e=>r.decode(e))}}}).then(i=>{a2.add(e,i);let n=a4[e];delete a4[e];for(let r=0,s=n.length;r{let n=a4[e];if(void 0===n)throw this.manager.itemError(e),i;delete a4[e];for(let r=0,s=n.length;r{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}}class aF extends az{constructor(e){super(e)}load(e,i,n,r){void 0!==this.path&&(e=this.path+e),e=this.manager.resolveURL(e);let s=this,a=a2.get(e);if(void 0!==a)return s.manager.itemStart(e),setTimeout(function(){i&&i(a),s.manager.itemEnd(e)},0),a;let o=T("img");function l(){u(),a2.add(e,this),i&&i(this),s.manager.itemEnd(e)}function h(i){u(),r&&r(i),s.manager.itemError(e),s.manager.itemEnd(e)}function u(){o.removeEventListener("load",l,!1),o.removeEventListener("error",h,!1)}return o.addEventListener("load",l,!1),o.addEventListener("error",h,!1),"data:"!==e.slice(0,5)&&void 0!==this.crossOrigin&&(o.crossOrigin=this.crossOrigin),s.manager.itemStart(e),o.src=e,o}}class ak extends eH{constructor(e,i=1){super(),this.isLight=!0,this.type="Light",this.color=new z(e),this.intensity=i}dispose(){}copy(e,i){return super.copy(e,i),this.color.copy(e.color),this.intensity=e.intensity,this}toJSON(e){let i=super.toJSON(e);return i.object.color=this.color.getHex(),i.object.intensity=this.intensity,void 0!==this.groundColor&&(i.object.groundColor=this.groundColor.getHex()),void 0!==this.distance&&(i.object.distance=this.distance),void 0!==this.angle&&(i.object.angle=this.angle),void 0!==this.decay&&(i.object.decay=this.decay),void 0!==this.penumbra&&(i.object.penumbra=this.penumbra),void 0!==this.shadow&&(i.object.shadow=this.shadow.toJSON()),i}}class aV extends ak{constructor(e,i,n){super(e,n),this.isHemisphereLight=!0,this.type="HemisphereLight",this.position.copy(eH.DefaultUp),this.updateMatrix(),this.groundColor=new z(i)}copy(e,i){return super.copy(e,i),this.groundColor.copy(e.groundColor),this}}let aG=new eS,aH=new Y,a6=new Y;class a5{constructor(e){this.camera=e,this.bias=0,this.normalBias=0,this.radius=1,this.blurSamples=8,this.mapSize=new _(512,512),this.map=null,this.mapPass=null,this.matrix=new eS,this.autoUpdate=!0,this.needsUpdate=!1,this._frustum=new tk,this._frameExtents=new _(1,1),this._viewportCount=1,this._viewports=[new H(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(e){let i=this.camera,n=this.matrix;aH.setFromMatrixPosition(e.matrixWorld),i.position.copy(aH),a6.setFromMatrixPosition(e.target.matrixWorld),i.lookAt(a6),i.updateMatrixWorld(),aG.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse),this._frustum.setFromProjectionMatrix(aG),n.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),n.multiply(aG)}getViewport(e){return this._viewports[e]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose(),this.mapPass&&this.mapPass.dispose()}copy(e){return this.camera=e.camera.clone(),this.bias=e.bias,this.radius=e.radius,this.mapSize.copy(e.mapSize),this}clone(){return(new this.constructor).copy(this)}toJSON(){let e={};return 0!==this.bias&&(e.bias=this.bias),0!==this.normalBias&&(e.normalBias=this.normalBias),1!==this.radius&&(e.radius=this.radius),512===this.mapSize.x&&512===this.mapSize.y||(e.mapSize=this.mapSize.toArray()),e.camera=this.camera.toJSON(!1).object,delete e.camera.matrix,e}}class aW extends ak{constructor(e,i,n=0,r=Math.PI/3,s=0,a=2){super(e,i),this.isSpotLight=!0,this.type="SpotLight",this.position.copy(eH.DefaultUp),this.updateMatrix(),this.target=new eH,this.distance=n,this.angle=r,this.penumbra=s,this.decay=a,this.map=null,this.shadow=new class e extends a5{constructor(){super(new tD(50,1,.5,500)),this.isSpotLightShadow=!0,this.focus=1}updateMatrices(e){let i=this.camera,n=2*h*e.angle*this.focus,r=this.mapSize.width/this.mapSize.height,s=e.distance||i.far;n===i.fov&&r===i.aspect&&s===i.far||(i.fov=n,i.aspect=r,i.far=s,i.updateProjectionMatrix()),super.updateMatrices(e)}copy(e){return super.copy(e),this.focus=e.focus,this}}}get power(){return this.intensity*Math.PI}set power(e){this.intensity=e/Math.PI}dispose(){this.shadow.dispose()}copy(e,i){return super.copy(e,i),this.distance=e.distance,this.angle=e.angle,this.penumbra=e.penumbra,this.decay=e.decay,this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}}let a7=new eS,aj=new Y,aq=new Y;class aX extends ak{constructor(e,i,n=0,r=2){super(e,i),this.isPointLight=!0,this.type="PointLight",this.distance=n,this.decay=r,this.shadow=new class e extends a5{constructor(){super(new tD(90,1,.5,500)),this.isPointLightShadow=!0,this._frameExtents=new _(4,2),this._viewportCount=6,this._viewports=[new H(2,1,1,1),new H(0,1,1,1),new H(3,1,1,1),new H(1,1,1,1),new H(3,0,1,1),new H(1,0,1,1)],this._cubeDirections=[new Y(1,0,0),new Y(-1,0,0),new Y(0,0,1),new Y(0,0,-1),new Y(0,1,0),new Y(0,-1,0)],this._cubeUps=[new Y(0,1,0),new Y(0,1,0),new Y(0,1,0),new Y(0,1,0),new Y(0,0,1),new Y(0,0,-1)]}updateMatrices(e,i=0){let n=this.camera,r=this.matrix,s=e.distance||n.far;s!==n.far&&(n.far=s,n.updateProjectionMatrix()),aj.setFromMatrixPosition(e.matrixWorld),n.position.copy(aj),aq.copy(n.position),aq.add(this._cubeDirections[i]),n.up.copy(this._cubeUps[i]),n.lookAt(aq),n.updateMatrixWorld(),r.makeTranslation(-aj.x,-aj.y,-aj.z),a7.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse),this._frustum.setFromProjectionMatrix(a7)}}}get power(){return 4*this.intensity*Math.PI}set power(e){this.intensity=e/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(e,i){return super.copy(e,i),this.distance=e.distance,this.decay=e.decay,this.shadow=e.shadow.clone(),this}}class aY extends ak{constructor(e,i){super(e,i),this.isDirectionalLight=!0,this.type="DirectionalLight",this.position.copy(eH.DefaultUp),this.updateMatrix(),this.target=new eH,this.shadow=new class e extends a5{constructor(){super(new tK(-5,5,5,-5,.5,500)),this.isDirectionalLightShadow=!0}}}dispose(){this.shadow.dispose()}copy(e){return super.copy(e),this.target=e.target.clone(),this.shadow=e.shadow.clone(),this}}class aZ extends ak{constructor(e,i){super(e,i),this.isAmbientLight=!0,this.type="AmbientLight"}}class aJ extends ak{constructor(e,i,n=10,r=10){super(e,i),this.isRectAreaLight=!0,this.type="RectAreaLight",this.width=n,this.height=r}get power(){return this.intensity*this.width*this.height*Math.PI}set power(e){this.intensity=e/(this.width*this.height*Math.PI)}copy(e){return super.copy(e),this.width=e.width,this.height=e.height,this}toJSON(e){let i=super.toJSON(e);return i.object.width=this.width,i.object.height=this.height,i}}class aK{constructor(){this.isSphericalHarmonics3=!0,this.coefficients=[];for(let e=0;e<9;e++)this.coefficients.push(new Y)}set(e){for(let i=0;i<9;i++)this.coefficients[i].copy(e[i]);return this}zero(){for(let e=0;e<9;e++)this.coefficients[e].set(0,0,0);return this}getAt(e,i){let n=e.x,r=e.y,s=e.z,a=this.coefficients;return i.copy(a[0]).multiplyScalar(.282095),i.addScaledVector(a[1],.488603*r),i.addScaledVector(a[2],.488603*s),i.addScaledVector(a[3],.488603*n),i.addScaledVector(a[4],n*r*1.092548),i.addScaledVector(a[5],r*s*1.092548),i.addScaledVector(a[6],.315392*(3*s*s-1)),i.addScaledVector(a[7],n*s*1.092548),i.addScaledVector(a[8],.546274*(n*n-r*r)),i}getIrradianceAt(e,i){let n=e.x,r=e.y,s=e.z,a=this.coefficients;return i.copy(a[0]).multiplyScalar(.886227),i.addScaledVector(a[1],1.023328*r),i.addScaledVector(a[2],1.023328*s),i.addScaledVector(a[3],1.023328*n),i.addScaledVector(a[4],.858086*n*r),i.addScaledVector(a[5],.858086*r*s),i.addScaledVector(a[6],.743125*s*s-.247708),i.addScaledVector(a[7],.858086*n*s),i.addScaledVector(a[8],.429043*(n*n-r*r)),i}add(e){for(let i=0;i<9;i++)this.coefficients[i].add(e.coefficients[i]);return this}addScaledSH(e,i){for(let n=0;n<9;n++)this.coefficients[n].addScaledVector(e.coefficients[n],i);return this}scale(e){for(let i=0;i<9;i++)this.coefficients[i].multiplyScalar(e);return this}lerp(e,i){for(let n=0;n<9;n++)this.coefficients[n].lerp(e.coefficients[n],i);return this}equals(e){for(let i=0;i<9;i++)if(!this.coefficients[i].equals(e.coefficients[i]))return!1;return!0}copy(e){return this.set(e.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(e,i=0){let n=this.coefficients;for(let r=0;r<9;r++)n[r].fromArray(e,i+3*r);return this}toArray(e=[],i=0){let n=this.coefficients;for(let r=0;r<9;r++)n[r].toArray(e,i+3*r);return e}static getBasisAt(e,i){let n=e.x,r=e.y,s=e.z;i[0]=.282095,i[1]=.488603*r,i[2]=.488603*s,i[3]=.488603*n,i[4]=1.092548*n*r,i[5]=1.092548*r*s,i[6]=.315392*(3*s*s-1),i[7]=1.092548*n*s,i[8]=.546274*(n*n-r*r)}}class aQ extends ak{constructor(e=new aK,i=1){super(void 0,i),this.isLightProbe=!0,this.sh=e}copy(e){return super.copy(e),this.sh.copy(e.sh),this}fromJSON(e){return this.intensity=e.intensity,this.sh.fromArray(e.sh),this}toJSON(e){let i=super.toJSON(e);return i.object.sh=this.sh.toArray(),i}}class a9 extends az{constructor(e){super(e),this.textures={}}load(e,i,n,r){let s=this,a=new aB(s.manager);a.setPath(s.path),a.setRequestHeader(s.requestHeader),a.setWithCredentials(s.withCredentials),a.load(e,function(n){try{i(s.parse(JSON.parse(n)))}catch(a){r?r(a):console.error(a),s.manager.itemError(e)}},n,r)}parse(e){let i=this.textures;function n(e){return void 0===i[e]&&console.warn("THREE.MaterialLoader: Undefined texture",e),i[e]}let r=a9.createMaterialFromType(e.type);if(void 0!==e.uuid&&(r.uuid=e.uuid),void 0!==e.name&&(r.name=e.name),void 0!==e.color&&void 0!==r.color&&r.color.setHex(e.color),void 0!==e.roughness&&(r.roughness=e.roughness),void 0!==e.metalness&&(r.metalness=e.metalness),void 0!==e.sheen&&(r.sheen=e.sheen),void 0!==e.sheenColor&&(r.sheenColor=(new z).setHex(e.sheenColor)),void 0!==e.sheenRoughness&&(r.sheenRoughness=e.sheenRoughness),void 0!==e.emissive&&void 0!==r.emissive&&r.emissive.setHex(e.emissive),void 0!==e.specular&&void 0!==r.specular&&r.specular.setHex(e.specular),void 0!==e.specularIntensity&&(r.specularIntensity=e.specularIntensity),void 0!==e.specularColor&&void 0!==r.specularColor&&r.specularColor.setHex(e.specularColor),void 0!==e.shininess&&(r.shininess=e.shininess),void 0!==e.clearcoat&&(r.clearcoat=e.clearcoat),void 0!==e.clearcoatRoughness&&(r.clearcoatRoughness=e.clearcoatRoughness),void 0!==e.iridescence&&(r.iridescence=e.iridescence),void 0!==e.iridescenceIOR&&(r.iridescenceIOR=e.iridescenceIOR),void 0!==e.iridescenceThicknessRange&&(r.iridescenceThicknessRange=e.iridescenceThicknessRange),void 0!==e.transmission&&(r.transmission=e.transmission),void 0!==e.thickness&&(r.thickness=e.thickness),void 0!==e.attenuationDistance&&(r.attenuationDistance=e.attenuationDistance),void 0!==e.attenuationColor&&void 0!==r.attenuationColor&&r.attenuationColor.setHex(e.attenuationColor),void 0!==e.fog&&(r.fog=e.fog),void 0!==e.flatShading&&(r.flatShading=e.flatShading),void 0!==e.blending&&(r.blending=e.blending),void 0!==e.combine&&(r.combine=e.combine),void 0!==e.side&&(r.side=e.side),void 0!==e.shadowSide&&(r.shadowSide=e.shadowSide),void 0!==e.opacity&&(r.opacity=e.opacity),void 0!==e.transparent&&(r.transparent=e.transparent),void 0!==e.alphaTest&&(r.alphaTest=e.alphaTest),void 0!==e.depthTest&&(r.depthTest=e.depthTest),void 0!==e.depthWrite&&(r.depthWrite=e.depthWrite),void 0!==e.colorWrite&&(r.colorWrite=e.colorWrite),void 0!==e.stencilWrite&&(r.stencilWrite=e.stencilWrite),void 0!==e.stencilWriteMask&&(r.stencilWriteMask=e.stencilWriteMask),void 0!==e.stencilFunc&&(r.stencilFunc=e.stencilFunc),void 0!==e.stencilRef&&(r.stencilRef=e.stencilRef),void 0!==e.stencilFuncMask&&(r.stencilFuncMask=e.stencilFuncMask),void 0!==e.stencilFail&&(r.stencilFail=e.stencilFail),void 0!==e.stencilZFail&&(r.stencilZFail=e.stencilZFail),void 0!==e.stencilZPass&&(r.stencilZPass=e.stencilZPass),void 0!==e.wireframe&&(r.wireframe=e.wireframe),void 0!==e.wireframeLinewidth&&(r.wireframeLinewidth=e.wireframeLinewidth),void 0!==e.wireframeLinecap&&(r.wireframeLinecap=e.wireframeLinecap),void 0!==e.wireframeLinejoin&&(r.wireframeLinejoin=e.wireframeLinejoin),void 0!==e.rotation&&(r.rotation=e.rotation),1!==e.linewidth&&(r.linewidth=e.linewidth),void 0!==e.dashSize&&(r.dashSize=e.dashSize),void 0!==e.gapSize&&(r.gapSize=e.gapSize),void 0!==e.scale&&(r.scale=e.scale),void 0!==e.polygonOffset&&(r.polygonOffset=e.polygonOffset),void 0!==e.polygonOffsetFactor&&(r.polygonOffsetFactor=e.polygonOffsetFactor),void 0!==e.polygonOffsetUnits&&(r.polygonOffsetUnits=e.polygonOffsetUnits),void 0!==e.dithering&&(r.dithering=e.dithering),void 0!==e.alphaToCoverage&&(r.alphaToCoverage=e.alphaToCoverage),void 0!==e.premultipliedAlpha&&(r.premultipliedAlpha=e.premultipliedAlpha),void 0!==e.visible&&(r.visible=e.visible),void 0!==e.toneMapped&&(r.toneMapped=e.toneMapped),void 0!==e.userData&&(r.userData=e.userData),void 0!==e.vertexColors&&("number"==typeof e.vertexColors?r.vertexColors=e.vertexColors>0:r.vertexColors=e.vertexColors),void 0!==e.uniforms)for(let s in e.uniforms){let a=e.uniforms[s];switch(r.uniforms[s]={},a.type){case"t":r.uniforms[s].value=n(a.value);break;case"c":r.uniforms[s].value=(new z).setHex(a.value);break;case"v2":r.uniforms[s].value=(new _).fromArray(a.value);break;case"v3":r.uniforms[s].value=(new Y).fromArray(a.value);break;case"v4":r.uniforms[s].value=(new H).fromArray(a.value);break;case"m3":r.uniforms[s].value=(new y).fromArray(a.value);break;case"m4":r.uniforms[s].value=(new eS).fromArray(a.value);break;default:r.uniforms[s].value=a.value}}if(void 0!==e.defines&&(r.defines=e.defines),void 0!==e.vertexShader&&(r.vertexShader=e.vertexShader),void 0!==e.fragmentShader&&(r.fragmentShader=e.fragmentShader),void 0!==e.glslVersion&&(r.glslVersion=e.glslVersion),void 0!==e.extensions)for(let o in e.extensions)r.extensions[o]=e.extensions[o];if(void 0!==e.size&&(r.size=e.size),void 0!==e.sizeAttenuation&&(r.sizeAttenuation=e.sizeAttenuation),void 0!==e.map&&(r.map=n(e.map)),void 0!==e.matcap&&(r.matcap=n(e.matcap)),void 0!==e.alphaMap&&(r.alphaMap=n(e.alphaMap)),void 0!==e.bumpMap&&(r.bumpMap=n(e.bumpMap)),void 0!==e.bumpScale&&(r.bumpScale=e.bumpScale),void 0!==e.normalMap&&(r.normalMap=n(e.normalMap)),void 0!==e.normalMapType&&(r.normalMapType=e.normalMapType),void 0!==e.normalScale){let l=e.normalScale;!1===Array.isArray(l)&&(l=[l,l]),r.normalScale=(new _).fromArray(l)}return void 0!==e.displacementMap&&(r.displacementMap=n(e.displacementMap)),void 0!==e.displacementScale&&(r.displacementScale=e.displacementScale),void 0!==e.displacementBias&&(r.displacementBias=e.displacementBias),void 0!==e.roughnessMap&&(r.roughnessMap=n(e.roughnessMap)),void 0!==e.metalnessMap&&(r.metalnessMap=n(e.metalnessMap)),void 0!==e.emissiveMap&&(r.emissiveMap=n(e.emissiveMap)),void 0!==e.emissiveIntensity&&(r.emissiveIntensity=e.emissiveIntensity),void 0!==e.specularMap&&(r.specularMap=n(e.specularMap)),void 0!==e.specularIntensityMap&&(r.specularIntensityMap=n(e.specularIntensityMap)),void 0!==e.specularColorMap&&(r.specularColorMap=n(e.specularColorMap)),void 0!==e.envMap&&(r.envMap=n(e.envMap)),void 0!==e.envMapIntensity&&(r.envMapIntensity=e.envMapIntensity),void 0!==e.reflectivity&&(r.reflectivity=e.reflectivity),void 0!==e.refractionRatio&&(r.refractionRatio=e.refractionRatio),void 0!==e.lightMap&&(r.lightMap=n(e.lightMap)),void 0!==e.lightMapIntensity&&(r.lightMapIntensity=e.lightMapIntensity),void 0!==e.aoMap&&(r.aoMap=n(e.aoMap)),void 0!==e.aoMapIntensity&&(r.aoMapIntensity=e.aoMapIntensity),void 0!==e.gradientMap&&(r.gradientMap=n(e.gradientMap)),void 0!==e.clearcoatMap&&(r.clearcoatMap=n(e.clearcoatMap)),void 0!==e.clearcoatRoughnessMap&&(r.clearcoatRoughnessMap=n(e.clearcoatRoughnessMap)),void 0!==e.clearcoatNormalMap&&(r.clearcoatNormalMap=n(e.clearcoatNormalMap)),void 0!==e.clearcoatNormalScale&&(r.clearcoatNormalScale=(new _).fromArray(e.clearcoatNormalScale)),void 0!==e.iridescenceMap&&(r.iridescenceMap=n(e.iridescenceMap)),void 0!==e.iridescenceThicknessMap&&(r.iridescenceThicknessMap=n(e.iridescenceThicknessMap)),void 0!==e.transmissionMap&&(r.transmissionMap=n(e.transmissionMap)),void 0!==e.thicknessMap&&(r.thicknessMap=n(e.thicknessMap)),void 0!==e.sheenColorMap&&(r.sheenColorMap=n(e.sheenColorMap)),void 0!==e.sheenRoughnessMap&&(r.sheenRoughnessMap=n(e.sheenRoughnessMap)),r}setTextures(e){return this.textures=e,this}static createMaterialFromType(e){return new({ShadowMaterial:al,SpriteMaterial:rn,RawShaderMaterial:ah,ShaderMaterial:tP,PointsMaterial:r6,MeshPhysicalMaterial:ac,MeshStandardMaterial:au,MeshPhongMaterial:ad,MeshToonMaterial:ap,MeshNormalMaterial:am,MeshLambertMaterial:af,MeshDepthMaterial:nB,MeshDistanceMaterial:nF,MeshBasicMaterial:te,MeshMatcapMaterial:ag,LineDashedMaterial:a$,LineBasicMaterial:rN,Material:e9})[e]}}class oe{static decodeText(e){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(e);let i="";for(let n=0,r=e.length;n0){this.source.connect(this.filters[0]);for(let e=1,i=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,i=this.filters.length;e0&&this._mixBufferRegionAdditive(n,r,this._addIndex*i,1,i);for(let h=i,u=i+i;h!==u;++h)if(n[h]!==n[h+i]){o.setValue(n,r);break}}saveOriginalState(){let e=this.binding,i=this.buffer,n=this.valueSize,r=n*this._origIndex;e.getValue(i,r);for(let s=n,a=r;s!==a;++s)i[s]=i[r+s%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){let e=3*this.valueSize;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){let e=this._addIndex*this.valueSize,i=e+this.valueSize;for(let n=e;n=.5)for(let a=0;a!==s;++a)e[i+a]=e[n+a]}_slerp(e,i,n,r){X.slerpFlat(e,i,e,i,e,n,r)}_slerpAdditive(e,i,n,r,s){let a=this._workIndex*s;X.multiplyQuaternionsFlat(e,a,e,i,e,n),X.slerpFlat(e,i,e,i,e,a,r)}_lerp(e,i,n,r,s){let a=1-r;for(let o=0;o!==s;++o){let l=i+o;e[l]=e[l]*a+e[n+o]*r}}_lerpAdditive(e,i,n,r,s){for(let a=0;a!==s;++a){let o=i+a;e[o]=e[o]+e[n+a]*r}}}let ob="\\[\\]\\.:\\/",ow=RegExp("["+ob+"]","g"),oS="[^"+ob+"]",oM="[^"+ob.replace("\\.","")+"]",o1=RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",oS)+/(WCOD+)?/.source.replace("WCOD",oM)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",oS)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",oS)+"$"),o0=["material","materials","bones","map"];class oT{constructor(e,i,n){this.path=i,this.parsedPath=n||oT.parseTrackName(i),this.node=oT.findNode(e,this.parsedPath.nodeName)||e,this.rootNode=e,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(e,i,n){return e&&e.isAnimationObjectGroup?new oT.Composite(e,i,n):new oT(e,i,n)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(ow,"")}static parseTrackName(e){let i=o1.exec(e);if(null===i)throw Error("PropertyBinding: Cannot parse trackName: "+e);let n={nodeName:i[2],objectName:i[3],objectIndex:i[4],propertyName:i[5],propertyIndex:i[6]},r=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==r&&-1!==r){let s=n.nodeName.substring(r+1);-1!==o0.indexOf(s)&&(n.nodeName=n.nodeName.substring(0,r),n.objectName=s)}if(null===n.propertyName||0===n.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+e);return n}static findNode(e,i){if(void 0===i||""===i||"."===i||-1===i||i===e.name||i===e.uuid)return 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a=this,o={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},l=o.NONE,h=1e-6,u=new THREE.Spherical,c=new THREE.Spherical,d=1,p=new THREE.Vector3,m=!1,f=new THREE.Vector2,g=new THREE.Vector2,$=new THREE.Vector2,v=new THREE.Vector2,x=new THREE.Vector2,_=new THREE.Vector2,y=new THREE.Vector2,b=new THREE.Vector2,w=new THREE.Vector2,S=[],M={};function T(){return Math.pow(.95,a.zoomSpeed)}function E(e){c.theta-=e}function A(e){c.phi-=e}let C=function(){let e=new THREE.Vector3;return function i(n,r){e.setFromMatrixColumn(r,0),e.multiplyScalar(-n),p.add(e)}}(),L=function(){let e=new THREE.Vector3;return function i(n,r){!0===a.screenSpacePanning?e.setFromMatrixColumn(r,1):(e.setFromMatrixColumn(r,0),e.crossVectors(a.object.up,e)),e.multiplyScalar(n),p.add(e)}}(),R=function(){let e=new THREE.Vector3;return function i(n,r){let s=a.domElement;if(a.object.isPerspectiveCamera){let o=a.object.position;e.copy(o).sub(a.target);let l=e.length();C(2*n*(l*=Math.tan(a.object.fov/2*Math.PI/180))/s.clientHeight,a.object.matrix),L(2*r*l/s.clientHeight,a.object.matrix)}else a.object.isOrthographicCamera?(C(n*(a.object.right-a.object.left)/a.object.zoom/s.clientWidth,a.object.matrix),L(r*(a.object.top-a.object.bottom)/a.object.zoom/s.clientHeight,a.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),a.enablePan=!1)}}();function P(e){a.object.isPerspectiveCamera?d/=e:a.object.isOrthographicCamera?(a.object.zoom=Math.max(a.minZoom,Math.min(a.maxZoom,a.object.zoom*e)),a.object.updateProjectionMatrix(),m=!0):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),a.enableZoom=!1)}function I(e){a.object.isPerspectiveCamera?d*=e:a.object.isOrthographicCamera?(a.object.zoom=Math.max(a.minZoom,Math.min(a.maxZoom,a.object.zoom/e)),a.object.updateProjectionMatrix(),m=!0):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),a.enableZoom=!1)}function D(e){f.set(e.clientX,e.clientY)}function N(e){v.set(e.clientX,e.clientY)}function O(){if(1===S.length)f.set(S[0].pageX,S[0].pageY);else{let e=.5*(S[0].pageX+S[1].pageX),i=.5*(S[0].pageY+S[1].pageY);f.set(e,i)}}function z(){if(1===S.length)v.set(S[0].pageX,S[0].pageY);else{let e=.5*(S[0].pageX+S[1].pageX),i=.5*(S[0].pageY+S[1].pageY);v.set(e,i)}}function U(){let e=S[0].pageX-S[1].pageX,i=S[0].pageY-S[1].pageY;y.set(0,Math.sqrt(e*e+i*i))}function B(e){if(1==S.length)g.set(e.pageX,e.pageY);else{let i=J(e),n=.5*(e.pageX+i.x),r=.5*(e.pageY+i.y);g.set(n,r)}$.subVectors(g,f).multiplyScalar(a.rotateSpeed);let s=a.domElement;E(2*Math.PI*$.x/s.clientHeight),A(2*Math.PI*$.y/s.clientHeight),f.copy(g)}function F(e){if(1===S.length)x.set(e.pageX,e.pageY);else{let i=J(e),n=.5*(e.pageX+i.x),r=.5*(e.pageY+i.y);x.set(n,r)}_.subVectors(x,v).multiplyScalar(a.panSpeed),R(_.x,_.y),v.copy(x)}function k(e){let i=J(e),n=e.pageX-i.x,r=e.pageY-i.y;b.set(0,Math.sqrt(n*n+r*r)),w.set(0,Math.pow(b.y/y.y,a.zoomSpeed)),P(w.y),y.copy(b)}function V(e){var n;!1!==a.enabled&&(0===S.length&&(a.domElement.setPointerCapture(e.pointerId),a.domElement.addEventListener("pointermove",G),a.domElement.addEventListener("pointerup",H)),n=e,S.push(n),"touch"===e.pointerType?function e(n){switch(Z(n),S.length){case 1:switch(a.touches.ONE){case THREE.TOUCH.ROTATE:if(!1===a.enableRotate)return;O(),l=o.TOUCH_ROTATE;break;case THREE.TOUCH.PAN:if(!1===a.enablePan)return;z(),l=o.TOUCH_PAN;break;default:l=o.NONE}break;case 2:switch(a.touches.TWO){case THREE.TOUCH.DOLLY_PAN:if(!1===a.enableZoom&&!1===a.enablePan)return;a.enableZoom&&U(),a.enablePan&&z(),l=o.TOUCH_DOLLY_PAN;break;case THREE.TOUCH.DOLLY_ROTATE:if(!1===a.enableZoom&&!1===a.enableRotate)return;a.enableZoom&&U(),a.enableRotate&&O(),l=o.TOUCH_DOLLY_ROTATE;break;default:l=o.NONE}break;default:l=o.NONE}l!==o.NONE&&a.dispatchEvent(i)}(e):function e(n){let r;switch(n.button){case 0:r=a.mouseButtons.LEFT;break;case 1:r=a.mouseButtons.MIDDLE;break;case 2:r=a.mouseButtons.RIGHT;break;default:r=-1}switch(r){case THREE.MOUSE.DOLLY:var s;if(!1===a.enableZoom)return;s=n,y.set(s.clientX,s.clientY),l=o.DOLLY;break;case THREE.MOUSE.ROTATE:if(n.ctrlKey||n.metaKey||n.shiftKey){if(!1===a.enablePan)return;N(n),l=o.PAN}else{if(!1===a.enableRotate)return;D(n),l=o.ROTATE}break;case THREE.MOUSE.PAN:if(n.ctrlKey||n.metaKey||n.shiftKey){if(!1===a.enableRotate)return;D(n),l=o.ROTATE}else{if(!1===a.enablePan)return;N(n),l=o.PAN}break;default:l=o.NONE}l!==o.NONE&&a.dispatchEvent(i)}(e))}function G(e){!1!==a.enabled&&("touch"===e.pointerType?function e(i){var n,r;switch(Z(i),l){case o.TOUCH_ROTATE:if(!1===a.enableRotate)return;B(i),a.update();break;case o.TOUCH_PAN:if(!1===a.enablePan)return;F(i),a.update();break;case o.TOUCH_DOLLY_PAN:if(!1===a.enableZoom&&!1===a.enablePan)return;n=i,a.enableZoom&&k(n),a.enablePan&&F(n),a.update();break;case o.TOUCH_DOLLY_ROTATE:if(!1===a.enableZoom&&!1===a.enableRotate)return;r=i,a.enableZoom&&k(r),a.enableRotate&&B(r),a.update();break;default:l=o.NONE}}(e):function e(i){var n,r;switch(l){case o.ROTATE:if(!1===a.enableRotate)return;!function e(i){g.set(i.clientX,i.clientY),$.subVectors(g,f).multiplyScalar(a.rotateSpeed);let n=a.domElement;E(2*Math.PI*$.x/n.clientHeight),A(2*Math.PI*$.y/n.clientHeight),f.copy(g),a.update()}(i);break;case o.DOLLY:if(!1===a.enableZoom)return;n=i,b.set(n.clientX,n.clientY),w.subVectors(b,y),w.y>0?P(T()):w.y<0&&I(T()),y.copy(b),a.update();break;case o.PAN:if(!1===a.enablePan)return;r=i,x.set(r.clientX,r.clientY),_.subVectors(x,v).multiplyScalar(a.panSpeed),R(_.x,_.y),v.copy(x),a.update()}}(e))}function H(e){Y(e),0===S.length&&(a.domElement.releasePointerCapture(e.pointerId),a.domElement.removeEventListener("pointermove",G),a.domElement.removeEventListener("pointerup",H)),a.dispatchEvent(n),l=o.NONE}function W(e){Y(e)}function j(e){if(!1!==a.enabled&&!1!==a.enableZoom&&l===o.NONE){var r;e.preventDefault(),a.dispatchEvent(i),(r=e).deltaY<0?I(T()):r.deltaY>0&&P(T()),a.update(),a.dispatchEvent(n)}}function q(e){!1!==a.enabled&&!1!==a.enablePan&&function e(i){let n=!1;switch(i.code){case a.keys.UP:i.ctrlKey||i.metaKey||i.shiftKey?A(2*Math.PI*a.rotateSpeed/a.domElement.clientHeight):R(0,a.keyPanSpeed),n=!0;break;case a.keys.BOTTOM:i.ctrlKey||i.metaKey||i.shiftKey?A(-2*Math.PI*a.rotateSpeed/a.domElement.clientHeight):R(0,-a.keyPanSpeed),n=!0;break;case a.keys.LEFT:i.ctrlKey||i.metaKey||i.shiftKey?E(2*Math.PI*a.rotateSpeed/a.domElement.clientHeight):R(a.keyPanSpeed,0),n=!0;break;case a.keys.RIGHT:i.ctrlKey||i.metaKey||i.shiftKey?E(-2*Math.PI*a.rotateSpeed/a.domElement.clientHeight):R(-a.keyPanSpeed,0),n=!0}n&&(i.preventDefault(),a.update())}(e)}function X(e){!1!==a.enabled&&e.preventDefault()}function Y(e){delete M[e.pointerId];for(let i=0;in.set(e,i,Math.cos(e)*Math.sin(i)),i=8,n=8){super(),this.type="ParametricGeometry",this.parameters={func:e,slices:i,stacks:n};let r=[],s=[],a=[],o=[],l=new THREE.Vector3,h=new THREE.Vector3,u=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3,p=i+1;for(let m=0;m<=n;m++){let f=m/n;for(let g=0;g<=i;g++){let $=g/i;e($,f,h),s.push(h.x,h.y,h.z),$-1e-5>=0?(e($-1e-5,f,u),c.subVectors(h,u)):(e($+1e-5,f,u),c.subVectors(u,h)),f-1e-5>=0?(e($,f-1e-5,u),d.subVectors(h,u)):(e($,f+1e-5,u),d.subVectors(u,h)),l.crossVectors(c,d).normalize(),a.push(l.x,l.y,l.z),o.push($,f)}}for(let v=0;v1&&(n.children[1].material.color=i)}select(e){this.traverse(function(i){i.material&&i.material.emissive&&i.material.emissive.setRGB(0,e?-1:0,e?-.4:0)})}}class Pelvis extends Joint{constructor(e){super(e,null,[3,4,e.feminine?5.5:5],PelvisShape),this.minRot=new THREE.Vector3(Number.NEGATIVE_INFINITY,Number.NEGATIVE_INFINITY,Number.NEGATIVE_INFINITY),this.maxRot=new THREE.Vector3(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY)}}class Body extends Joint{constructor(e){super(null,null,[1,1,1],THREE.Group),this.feminine=e,this.minRot=new THREE.Vector3(Number.NEGATIVE_INFINITY,Number.NEGATIVE_INFINITY,Number.NEGATIVE_INFINITY),this.maxRot=new THREE.Vector3(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY)}get bend(){return-this.z}set bend(e){this.z=-e}get tilt(){return-this.x}set tilt(e){this.x=-e}get turn(){return this.y}set turn(e){this.y=e}}class Torso extends Joint{constructor(e){super(e,[-2,4,0],[5,17,10,e.feminine?10:80,e.feminine?520:380,e.feminine?.8:.9,e.feminine?.25:.2],TorsoShape),this.minRot=new THREE.Vector3(-25,-50,-60),this.maxRot=new THREE.Vector3(25,50,25)}get bend(){return-this.z}set bend(e){this.z=-e}get tilt(){return-this.x}set tilt(e){this.x=-e}get turn(){return this.y}set turn(e){this.y=e}}class Neck extends Joint{constructor(e){super(e,[0,15,0],[2,e.feminine?5:4,2,45,60,1,.2,0],LimbShape),this.minRot=new THREE.Vector3(-22.5,-45,-60),this.maxRot=new THREE.Vector3(22.5,45,25)}}class Head extends Joint{static SIZE={sx:3,sy:4,sz:2.5};constructor(e){super(e,[1,3,0],Head.SIZE,HeadShape),this.minRot=new THREE.Vector3(-22.5,-45,-30),this.maxRot=new THREE.Vector3(22.5,45,25)}get nod(){return -2*this.z}set nod(e){this.z=-e/2,this.parentJoint.z=-e/2}get tilt(){return -2*this.x}set tilt(e){this.x=-e/2,this.parentJoint.x=-e/2}get turn(){return 2*this.y}set turn(e){this.y=e/2,this.parentJoint.y=e/2}get posture(){return this.rotation.reorder("XYZ"),[grad(this.rotation.x),grad(this.rotation.y),grad(this.rotation.z)]}set posture(e){this.rotation.set(rad(e[0]),rad(e[1]),rad(e[2]),"XYZ"),this.parentJoint.rotation.set(rad(e[0]),rad(e[1]),rad(e[2]),"XYZ")}}class Leg extends Joint{constructor(e,i){super(e,[-1,-3,4*i],[4,15,4,-70,220,1,.4,2],LimbShape),this.leftOrRight=i,this.imageWrapper.rotation.set(Math.PI,0,0)}biologicallyImpossibleLevel(){var e=0;this.image.updateWorldMatrix(!0);var i=this.getBumper(5,0,0);i.x<0&&(e+=-i.x),this.rotation.reorder("ZXY");var n=this.y;return n>60&&(e+=n-60),n<-60&&(e+=-60-n),e}get raise(){return this.z}set raise(e){this.z=e}get straddle(){return-this.leftOrRight*this.x}set straddle(e){this.x=-this.leftOrRight*e}get turn(){return-this.leftOrRight*this.y}set turn(e){this.y=-this.leftOrRight*e}}class Knee extends Joint{constructor(e){super(e,null,[4,14,4,-40,290,.65,.25,1.5],LimbShape),this.minRot=new THREE.Vector3(0,0,0),this.maxRot=new THREE.Vector3(0,0,150)}get bend(){return this.z}set bend(e){this.z=e}get posture(){return this.rotation.reorder("XYZ"),[grad(this.rotation.z)]}set posture(e){this.rotation.set(0,0,rad(e[0]),"XYZ")}}class Ankle extends Joint{static SIZE={sx:1,sy:4,sz:2};constructor(e){super(e,null,Ankle.SIZE,ShoeShape),this.leftOrRight=e.parentJoint.leftOrRight,this.minRot=new THREE.Vector3(-25,-30,-70),this.maxRot=new THREE.Vector3(25,30,80)}get bend(){return-this.z}set bend(e){this.z=-e}get tilt(){return this.leftOrRight*this.x}set tilt(e){this.x=this.leftOrRight*e}get turn(){return this.leftOrRight*this.y}set turn(e){this.y=this.leftOrRight*e}}class Arm extends Joint{constructor(e,i){super(e,[0,14,i*(e.feminine?5:6)],[3.5,11,2.5,-90,360,.9,.2,1.5],LimbShape),this.leftOrRight=i,this.imageWrapper.rotation.set(Math.PI,Math.PI,0)}biologicallyImpossibleLevel(){var e=0;this.image.updateWorldMatrix(!0);var i=this.getBumper(0,15,-0*this.leftOrRight);i.z*this.leftOrRight<-3&&(e+=-3-i.z*this.leftOrRight),i.x<-7&&i.y>0&&(e=i.y),this.rotation.reorder("ZXY");var n=180*this.rotation.y/Math.PI;return n>90&&(e+=n-90),n<-90&&(e+=-90-n),e}get raise(){return this.z}set raise(e){this.z=e}get straddle(){return-this.leftOrRight*this.x}set straddle(e){this.x=-this.leftOrRight*e}get turn(){return-this.leftOrRight*this.y}set turn(e){this.y=-this.leftOrRight*e}}class Elbow extends Joint{constructor(e){super(e,null,[2.5,11,2,-40,150,.5,.45,1.1],LimbShape),this.minRot=new THREE.Vector3(0,0,0),this.maxRot=new THREE.Vector3(0,0,150)}get bend(){return this.z}set bend(e){this.z=e}get posture(){return this.rotation.reorder("XYZ"),[grad(this.rotation.z)]}set posture(e){this.rotation.set(0,0,rad(e[0]),"XYZ")}}class Wrist extends Joint{constructor(e){super(e,null,[1,2.2,2.5,-90,120,.5,.3,.5],LimbShape),this.leftOrRight=e.parentJoint.leftOrRight,this.imageWrapper.rotation.set(0,-this.leftOrRight*Math.PI/2,0),-1==this.leftOrRight?(this.minRot=new THREE.Vector3(-20,-90,-90),this.maxRot=new THREE.Vector3(35,90,90)):(this.minRot=new THREE.Vector3(-35,-90,-90),this.maxRot=new THREE.Vector3(20,90,90))}biologicallyImpossibleLevel(){var e=0,i=new THREE.Vector3,n=new THREE.Vector3,r=new THREE.Vector3;this.matrixWorld.extractBasis(i,n,r);var s=new THREE.Vector3,a=new THREE.Vector3,o=new THREE.Vector3;this.parentJoint.matrixWorld.extractBasis(s,a,o);var l=n.dot(a);l<0&&(e+=-l);var h=r.dot(o);return h<0&&(e+=-h),e}get bend(){return-this.leftOrRight*this.x}set bend(e){this.x=-this.leftOrRight*e}get tilt(){return this.leftOrRight*this.z}set tilt(e){this.z=this.leftOrRight*e}get turn(){return this.leftOrRight*this.y}set turn(e){this.y=this.leftOrRight*e}}class Phalange extends Joint{constructor(e,i,n){super(e,null,i,LimbShape),this.minRot=new THREE.Vector3(0,0,-10),this.maxRot=new THREE.Vector3(0,0,100),n>0&&(this.nail=new THREE.Mesh(Mannequin.sphereGeometry,new THREE.MeshLambertMaterial({color:Mannequin.colors[6]})),this.nail.castShadow=!0,this.nail.receiveShadow=!0,this.nail.scale.set(.05,.2*n,.1*n),this.nail.position.set(i[0]/4,.7*i[1],0),this.nail.rotation.set(0,0,.2),this.nail.recolor=function(e){"string"==typeof e&&(e=new THREE.Color(e)),this.parent.nail.material.color=e},this.add(this.nail))}get bend(){return this.z}set bend(e){this.z=e}}class Finger extends Phalange{constructor(e,i,n){var r=0==n,s=[1.1,.95,1,.95,.8][n],a=[1,.95,1,.95,.8][n],o=[1.5,1,1,1,1][n],l=[0,-20,-15,-25,-35][n]*i,h=[50,35,15,15,20][n]*i;super(e,[.8*a,.8*s*(r?1.4:1),.8*o,0,45,.3,.4,.25],0),this.position.x=[-.3,0,.15,.15,.03][n],this.position.y=[.5,2.2,2.3,2.2,2.1][n],this.position.z=[.8,.7,.225,-.25,-.7][n]*i,this.mid=new Phalange(this,[.6*a,.7*s*(r?1.1:1),.6*o,0,60,.3,.4,.15],0),this.tip=new Phalange(this.mid,[.5*a,.6*s*(r?1.1:1),.5*o,0,60,.3,.4,.1],o),this.leftOrRight=i,this.y=r?-(90*this.leftOrRight):0,this.minRot=new THREE.Vector3(Math.min(l,h),Math.min(this.y,2*this.y),r?-90:-10),this.maxRot=new THREE.Vector3(Math.max(l,h),Math.max(this.y,2*this.y),r?45:120),this.mid.minRot=new THREE.Vector3(0,0,0),this.mid.maxRot=new THREE.Vector3(0,0,r?90:120),this.tip.minRot=new THREE.Vector3(0,0,0),this.tip.maxRot=new THREE.Vector3(0,0,r?90:120)}get bend(){return this.z}set bend(e){this.z=e}get straddle(){return-this.leftOrRight*this.x}set straddle(e){this.x=-this.leftOrRight*e}get turn(){return-this.leftOrRight*this.y}set turn(e){this.y=-this.leftOrRight*e}get posture(){return this.rotation.reorder("XYZ"),this.mid.rotation.reorder("XYZ"),this.tip.rotation.reorder("XYZ"),[grad(this.rotation.x),grad(this.rotation.y),grad(this.rotation.z),grad(this.mid.rotation.x),grad(this.mid.rotation.z),grad(this.tip.rotation.x),grad(this.tip.rotation.z),]}set posture(e){this.rotation.reorder("XYZ"),this.rotation.x=rad(e[0]),this.rotation.y=rad(e[1]),this.rotation.z=rad(e[2]),this.mid.rotation.set(rad(e[3]),0,rad(e[4]),"XYZ"),this.tip.rotation.set(rad(e[5]),0,rad(e[6]),"XYZ")}}class Fingers extends Joint{constructor(e,i,n,r,s){super(null,null,{},null),this.finger_0=e,this.finger_1=i,this.finger_2=n,this.finger_3=r,this.finger_4=s,this.imageWrapper=this.finger_2.imageWrapper}get bend(){return this.finger_1.bend}set bend(e){this.finger_0.bend=e/2,this.finger_1.bend=e,this.finger_2.bend=e,this.finger_3.bend=e,this.finger_4.bend=e,this.finger_0.mid.bend=e/2,this.finger_1.mid.bend=e,this.finger_2.mid.bend=e,this.finger_3.mid.bend=e,this.finger_4.mid.bend=e,this.finger_0.tip.bend=e/2,this.finger_1.tip.bend=e,this.finger_2.tip.bend=e,this.finger_3.tip.bend=e,this.finger_4.tip.bend=e}recolor(e,i=e){this.finger_0.recolor(e,i),this.finger_1.recolor(e,i),this.finger_2.recolor(e,i),this.finger_3.recolor(e,i),this.finger_4.recolor(e,i),this.finger_0.mid.recolor(e,i),this.finger_1.mid.recolor(e,i),this.finger_2.mid.recolor(e,i),this.finger_3.mid.recolor(e,i),this.finger_4.mid.recolor(e,i),this.finger_0.tip.recolor(e,i),this.finger_1.tip.recolor(e,i),this.finger_2.tip.recolor(e,i),this.finger_3.tip.recolor(e,i),this.finger_4.tip.recolor(e,i)}}class Nails extends Joint{constructor(e,i,n,r,s){super(null,null,{},null),this.nail_0=e.tip.nail,this.nail_1=i.tip.nail,this.nail_2=n.tip.nail,this.nail_3=r.tip.nail,this.nail_4=s.tip.nail}recolor(e){this.nail_0.recolor(e),this.nail_1.recolor(e),this.nail_2.recolor(e),this.nail_3.recolor(e),this.nail_4.recolor(e)}}class Mannequin extends THREE.Group{constructor(e,i,n=1){super();this.scale.set(n,n,n),this.feminine=i,this.body=new Body(i),this.pelvis=new Pelvis(this.body),this.torso=new Torso(this.pelvis),this.neck=new Neck(this.torso),this.head=new Head(this.neck),this.l_leg=new Leg(this.pelvis,-1),this.l_knee=new Knee(this.l_leg),this.l_ankle=new Ankle(this.l_knee),this.r_leg=new Leg(this.pelvis,1),this.r_knee=new Knee(this.r_leg),this.r_ankle=new Ankle(this.r_knee),this.l_arm=new Arm(this.torso,-1),this.l_elbow=new Elbow(this.l_arm),this.l_wrist=new Wrist(this.l_elbow),this.l_finger_0=new Finger(this.l_wrist,-1,0),this.l_finger_1=new Finger(this.l_wrist,-1,1),this.l_finger_2=new Finger(this.l_wrist,-1,2),this.l_finger_3=new Finger(this.l_wrist,-1,3),this.l_finger_4=new Finger(this.l_wrist,-1,4),this.l_fingers=new Fingers(this.l_finger_0,this.l_finger_1,this.l_finger_2,this.l_finger_3,this.l_finger_4),this.l_nails=new Nails(this.l_finger_0,this.l_finger_1,this.l_finger_2,this.l_finger_3,this.l_finger_4),this.r_arm=new Arm(this.torso,1),this.r_elbow=new Elbow(this.r_arm),this.r_wrist=new Wrist(this.r_elbow),this.r_finger_0=new Finger(this.r_wrist,1,0),this.r_finger_1=new Finger(this.r_wrist,1,1),this.r_finger_2=new Finger(this.r_wrist,1,2),this.r_finger_3=new Finger(this.r_wrist,1,3),this.r_finger_4=new Finger(this.r_wrist,1,4),this.r_fingers=new Fingers(this.r_finger_0,this.r_finger_1,this.r_finger_2,this.r_finger_3,this.r_finger_4),this.r_nails=new Nails(this.r_finger_0,this.r_finger_1,this.r_finger_2,this.r_finger_3,this.r_finger_4),this.add(this.body);var r=1.5/(.5+n);this.head.scale.set(r,r,r),this.castShadow=!0,this.receiveShadow=!0,e.add(this),this.updateMatrix(),this.updateWorldMatrix(),this.body.turn=-90,this.torso.bend=2,this.head.nod=-10,this.l_arm.raise=-5,this.r_arm.raise=-5,this.l_arm.straddle=7,this.r_arm.straddle=7,this.l_elbow.bend=15,this.r_elbow.bend=15,this.l_wrist.bend=5,this.r_wrist.bend=5,this.l_finger_0.straddle=-20,this.r_finger_0.straddle=-20,this.l_finger_0.bend=-15,this.l_finger_1.bend=10,this.l_finger_2.bend=10,this.l_finger_3.bend=10,this.l_finger_4.bend=10,this.l_finger_0.mid.bend=10,this.l_finger_1.mid.bend=10,this.l_finger_2.mid.bend=10,this.l_finger_3.mid.bend=10,this.l_finger_4.mid.bend=10,this.l_finger_0.tip.bend=10,this.l_finger_1.tip.bend=10,this.l_finger_2.tip.bend=10,this.l_finger_3.tip.bend=10,this.l_finger_4.tip.bend=10,this.r_finger_0.bend=-15,this.r_finger_1.bend=10,this.r_finger_2.bend=10,this.r_finger_3.bend=10,this.r_finger_4.bend=10,this.r_finger_0.mid.bend=10,this.r_finger_1.mid.bend=10,this.r_finger_2.mid.bend=10,this.r_finger_3.mid.bend=10,this.r_finger_4.mid.bend=10,this.r_finger_0.tip.bend=10,this.r_finger_1.tip.bend=10,this.r_finger_2.tip.bend=10,this.r_finger_3.tip.bend=10,this.r_finger_4.tip.bend=10}get bend(){return-this.body.z}set bend(e){this.body.z=-e}get tilt(){return this.body.x}set tilt(e){this.body.x=e}get turn(){return this.body.y}set turn(e){this.body.y=e}get posture(){return{version:6,data:[[Number(this.body.position.x.toFixed(1)),Number(this.body.position.y.toFixed(1)),Number(this.body.position.z.toFixed(1)),],this.body.posture,this.torso.posture,this.head.posture,this.l_leg.posture,this.l_knee.posture,this.l_ankle.posture,this.r_leg.posture,this.r_knee.posture,this.r_ankle.posture,this.l_arm.posture,this.l_elbow.posture,this.l_wrist.posture,this.l_finger_0.posture,this.l_finger_1.posture,this.l_finger_2.posture,this.l_finger_3.posture,this.l_finger_4.posture,this.r_arm.posture,this.r_elbow.posture,this.r_wrist.posture,this.r_finger_0.posture,this.r_finger_1.posture,this.r_finger_2.posture,this.r_finger_3.posture,this.r_finger_4.posture,]}}set posture(e){if(6!=e.version)throw new MannequinPostureVersionError(e.version);var i=0;this.body.position.y=e.data[i++],this.body.posture=e.data[i++],this.torso.posture=e.data[i++],this.head.posture=e.data[i++],this.l_leg.posture=e.data[i++],this.l_knee.posture=e.data[i++],this.l_ankle.posture=e.data[i++],this.r_leg.posture=e.data[i++],this.r_knee.posture=e.data[i++],this.r_ankle.posture=e.data[i++],this.l_arm.posture=e.data[i++],this.l_elbow.posture=e.data[i++],this.l_wrist.posture=e.data[i++],this.l_fingers.posture=e.data[i++],this.r_arm.posture=e.data[i++],this.r_elbow.posture=e.data[i++],this.r_wrist.posture=e.data[i++],this.r_fingers.posture=e.data[i++]}get postureString(){return JSON.stringify(this.posture)}set postureString(e){this.posture=JSON.parse(e)}exportGLTF(e,i=this){var n=new THREE.GLTFExporter;if(e){var r=e.split(".").pop().toUpperCase(),s="GLB"==r;"GLB"!=r&&"GLTF"!=r&&(e+=".gltf"),n.parse(i,i=>{var n=s?i:JSON.stringify(i),r=new Blob([n],{type:s?"application/octet-stream":"text/plain;charset=utf-8"}),a=document.createElement("a");a.href=URL.createObjectURL(r),a.download=e,a.click()},e=>{throw e},{binary:s})}else n.parse(i,e=>prompt("GLTF text",JSON.stringify(e)),e=>{throw e},{binary:!1})}}class Female extends Mannequin{constructor(e=.95){super(!0,e),this.body.position.y=2.2,this.l_leg.straddle-=4,this.r_leg.straddle-=4,this.l_ankle.tilt-=4,this.r_ankle.tilt-=4}}class Male extends Mannequin{constructor(e,i=1){super(e,!1,i),this.body.position.y=3.8,this.l_leg.straddle+=6,this.r_leg.straddle+=6,this.l_ankle.turn+=6,this.r_ankle.turn+=6,this.l_ankle.tilt+=6,this.r_ankle.tilt+=6}}class Child extends Mannequin{constructor(e=.65){super(!1,e),this.body.position.y=-12,this.l_arm.straddle-=2,this.r_arm.straddle-=2}}Mannequin.colors=["antiquewhite","gray","antiquewhite","burlywood","antiquewhite","bisque","burlywood"],Mannequin.texHead=new THREE.TextureLoader().load("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABABAMAAABYR2ztAAAAGFBMVEX////Ly8v5+fne3t5GRkby8vK4uLi/v7/GbmKXAAAAZklEQVRIx2MYQUAQHQgQVkBtwEjICkbK3MAkQFABpj+R5ZkJKTAxImCFSSkhBamYVgiQrAADEHQkIW+iqiBCAfXjAkMHpgKqgyHgBiwBRfu4ECScYEZGvkD1JxEKhkA5OVTqi8EOAOyFJCGMDsu4AAAAAElFTkSuQmCC"),Mannequin.texLimb=new THREE.TextureLoader().load("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABAAQMAAACQp+OdAAAABlBMVEX////Ly8vsgL9iAAAAHElEQVQoz2OgEPyHAjgDjxoKGWTaRRkYDR/8AAAU9d8hJ6+ZxgAAAABJRU5ErkJggg=="),Mannequin.sphereGeometry=new THREE.IcosahedronGeometry(1,3),Mannequin.cossers=function(e,i,n){function r(e,i,n){return(en&&e--,i<=e&&e<=n)?.5+.5*Math.cos((e-i)/(n-i)*2*Math.PI-Math.PI):0}for(var s=0,a=1;sthis.drawFrame()),this.controls.addEventListener("end",()=>this.render()),this.addModel(),this.mouse=new THREE.Vector2,this.mouseButton=void 0,this.raycaster=new THREE.Raycaster,this.dragPoint=new THREE.Mesh,this.obj=void 0,document.addEventListener("pointerdown",this.onPointerDown.bind(this)),document.addEventListener("pointerup",this.onPointerUp.bind(this)),document.addEventListener("pointermove",this.onPointerMove.bind(this)),window.addEventListener("resize",this.onWindowResize.bind(this),!1),this.onWindowResize()}recalibrate(){this.innerWidth=this.container.getBoundingClientRect().width,this.camera.aspect=this.innerWidth/this.innerWidth,this.camera.updateProjectionMatrix()}onWindowResize(e){this.recalibrate();let i=this.renderer.getPixelRatio();this.target.setSize(this.innerWidth*i,this.innerWidth*i),this.renderer.setSize(this.innerWidth,this.innerWidth,!0)}changeRotationAxis(e){this.rotationAxis=e}createScene(){this.renderer=new THREE.WebGLRenderer({antialias:!0,preserveDrawingBuffer:!0}),this.innerWidth=this.container.getBoundingClientRect().width,this.renderer.setSize(this.innerWidth,this.innerWidth),this.renderer.setAnimationLoop(this.drawFrame.bind(this)),this.container.appendChild(this.renderer.domElement),this.renderer.domElement.style="position: absolute; top: 0; left: 0;",this.scene=new THREE.Scene,this.scene.background=new THREE.Color(724761),this.camera=new THREE.PerspectiveCamera(30,this.innerWidth/this.innerWidth,.1,2e3),this.camera.position.set(0,0,150);let e=new THREE.DirectionalLight("gold",.7);this.scene.add(e,new THREE.AmbientLight("gold",.7)),this.setupRenderTarget(),this.setupPost(),this.clock=new THREE.Clock}setupRenderTarget(){this.target&&this.target.dispose(),this.target=new THREE.WebGLRenderTarget(window.innerWidth,window.innerHeight),this.target.texture.minFilter=THREE.NearestFilter,this.target.texture.magFilter=THREE.NearestFilter,this.target.depthTexture=new THREE.DepthTexture,this.target.depthTexture.format=THREE.DepthFormat,this.target.depthTexture.type=THREE.UnsignedShortType}setupPost(){this.postCamera=new THREE.OrthographicCamera(-1,1,1,-1,0,1),this.postMaterial=new THREE.ShaderMaterial({vertexShader:`varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,fragmentShader:`#include varying vec2 vUv; uniform sampler2D tDiffuse; uniform sampler2D tDepth; uniform float cameraNear; uniform float cameraFar; float readDepth( sampler2D depthSampler, vec2 coord ) { float fragCoordZ = texture2D( depthSampler, coord ).x; float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar ); return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar ); } void main() { float depth = readDepth( tDepth, vUv )*1.0; gl_FragColor.rgb = 1.0 - vec3( depth ); gl_FragColor.a = 1.0; }`,uniforms:{cameraNear:{value:this.camera.near},cameraFar:{value:this.camera.far},tDiffuse:{value:null},tDepth:{value:null}}});let e=new THREE.PlaneGeometry(2,2),i=new THREE.Mesh(e,this.postMaterial);this.postScene=new THREE.Scene,this.postScene.add(i)}drawFrame(){this.animate(100*this.clock.getElapsedTime()),this.render()}render(){this.renderer.render(this.scene,this.camera)}userInput(e){this.mouseButton=e.buttons||1;let{height:i,width:n}=this.renderer.domElement.getBoundingClientRect();this.mouse.x=e.offsetX/n*2-1,this.mouse.y=-e.offsetY/i*2+1}select(e){this.deselect(),this.obj=e,this.obj?.select(!0)}deselect(){this.obj?.select(!1),this.obj=void 0}onPointerUp(e){this.controls.enabled=!0,this.mouseButton=void 0,this.deselect(),this.renderer.setAnimationLoop(null),this.render()}onPointerMove(e){this.obj&&this.userInput(e)}onPointerDown(e){this.recalibrate(),this.userInput(e),this.dragPoint.parent?.remove(this.dragPoint),this.raycaster.setFromCamera(this.mouse,this.camera);var i=this.raycaster.intersectObjects(this.models,!0);if(i.length&&(i[0].object.name||i[0].object.parent.name)){for(this.controls.enabled=!1,n=i[0].object;!(n instanceof Mannequin)&&!(n instanceof THREE.Scene);n=n?.parent);n instanceof Mannequin&&(this.model=n);var n,r=i[0].object.name||i[0].object.parent.name;/(finger|mid|tip)/.test(r)&&(r=r.startsWith("r_")?"r_wrist":"l_wrist"),"neck"==r&&(r="head"),"pelvis"==r&&(r="body"),this.select(this.model[r]),this.dragPoint.position.copy(this.obj.worldToLocal(i[0].point)),this.obj.imageWrapper.add(this.dragPoint),this.setRotationOrder()}this.renderer.setAnimationLoop(this.drawFrame.bind(this))}setRotationOrder(){this.obj&&("x"===this.rotationAxis?this.obj.rotation.reorder("YZX"):"z"===this.rotationAxis?this.obj.rotation.reorder("XYZ"):this.obj.rotation.reorder("ZXY"))}addModel(){let e=new Male(this.scene);for(var i of(this.model=e,this.models.push(e),e.l_mid_0=e.l_finger_0.mid,e.l_mid_1=e.l_finger_1.mid,e.l_mid_2=e.l_finger_2.mid,e.l_mid_3=e.l_finger_3.mid,e.l_mid_4=e.l_finger_4.mid,e.r_mid_0=e.r_finger_0.mid,e.r_mid_1=e.r_finger_1.mid,e.r_mid_2=e.r_finger_2.mid,e.r_mid_3=e.r_finger_3.mid,e.r_mid_4=e.r_finger_4.mid,e.l_tip_0=e.l_finger_0.tip,e.l_tip_1=e.l_finger_1.tip,e.l_tip_2=e.l_finger_2.tip,e.l_tip_3=e.l_finger_3.tip,e.l_tip_4=e.l_finger_4.tip,e.r_tip_0=e.r_finger_0.tip,e.r_tip_1=e.r_finger_1.tip,e.r_tip_2=e.r_finger_2.tip,e.r_tip_3=e.r_finger_3.tip,e.r_tip_4=e.r_finger_4.tip,this.names)){var n=i[0];for(var r of e[n].children[0].children)r.name=n;for(var r of e[n].children[0].children[0].children)r.name=n;if(e[n].children[0].children[1])for(var r of e[n].children[0].children[1].children)r.name=n;e[n].nameUI={x:i[1],y:i[2],z:i[3]}}this.render()}animate(e){if(this.obj&&this.mouseButton){for(var i=this.obj,n=5;n>.1;n*=.75)this.inverseKinematics(i,this.rotationAxis,n);i=i.parentJoint}}inverseKinematics(e,i,n){var r=this.kinematic2D(e,i,.001),s=this.kinematic2D(e,i,-.001);(r>0||s>0)&&(r0||(e[i]=o,e.updateMatrixWorld(!0)),h}setPose(e){this.model.postureString=({regular:'{"version":6,"data":[0.37,[0.47,-89.53,0.47],[-0.41,-0.41,-2.41],[0.37,0.37,5.37],[6.12,0.12,0.12],[0.3],[-6,-6,-0.6],[-6.4,-0.4,-0.4],[0.5],[6.04,6.04,-0.56],[7.21,-0.39,-4.79],[14.85],[-15.49,-0.49,-0.49],[10,10],[-6.75,0.85,-4.75],[15.21],[14.5,-0.5,-0.5],[9.79,9.79]]}',ballet:'{"version":6,"data":[0.7,[141.81,-86.39,89.51],[5.25,-28.75,64.65],[-0.7,23.3,0.7],[-13.55,2.25,51.75],[3.36],[3.23,-5.47,70.43],[-58.65,-37.35,-60.15],[72.33],[-3.32,9.78,68.98],[-7.53,57.07,155.67],[30.56],[23.39,-46.31,29.69],[19.54,26.34],[-83.21,-9.01,-28.31],[52.11],[-20,3.1,2.2],[10.38,10.38]]}',handstand:'{"version":6,"data":[7.89,[-3.17,-88.97,154.73],[0.28,0.28,25.18],[0.14,0.14,25.14],[-4.14,-3.54,19.56],[0.25],[1.26,-11.84,57.16],[1.85,2.25,18.75],[0.43],[10.38,3.38,54.58],[-4.92,53.88,175.28],[15.16],[-81.56,-0.46,-0.46],[-10.4,9.6],[2.9,-52.6,172.2],[15.34],[90.28,0.38,0.38],[10.2,10.2]]}',split:'{"version":6,"data":[-28.85,[17.8,-90.1,-0.1],[0.06,0.06,19.66],[-0.21,10.59,1.09],[-16.75,80.35,106.85],[-0.34],[-5.82,-5.82,-0.42],[0.95,-80.75,90.25],[-0.16],[5.57,5.57,-1.03],[26.75,-52.45,-7.15],[12.77],[-60.62,-0.42,-0.42],[30.52,10.42],[-29.58,62.82,-1.38],[12.4],[42.95,13.85,-23.75],[3.63,9.63]]}',kick:'{"version":6,"data":[2.81,[-68.59,-34.29,-54.89],[16.77,14.97,8.97],[7.04,-18.26,-9.76],[63.53,61.03,-5.67],[6.72],[-12.33,4.87,8.37],[-54.07,-39.07,29.63],[10.17],[11.91,-34.39,57.91],[57.75,-28.45,52.65],[118.4],[-15.16,-0.16,-0.16],[119.79,99.69],[-24.11,30.79,-46.61],[48.08],[14.66,-0.34,-0.34],[115.48,100.08]]}',chilling:'{"version":6,"data":[-32.46,[-87.36,90.04,-6.86],[0.06,0.06,30.26],[0.12,0.12,30.72],[-3.02,4.58,5.98],[107.8],[-6,-6,46.8],[3.18,-5.62,6.48],[81.7],[6.03,6.03,-16.87],[78.08,19.38,67.58],[105.81],[5.58,0.18,0.18],[10.17,10.17],[-81.24,-19.84,72.26],[107.85],[-4.89,-2.69,-0.99],[12.15,9.65]]}'})[e],this.render()}relativeTurn(e,i,n){if(i.startsWith("position.")){i=i.split(".").pop(),e.position[i]+=n;return}if(e.biologicallyImpossibleLevel){var r=e.biologicallyImpossibleLevel();e[i]+=n,e.updateMatrix(),e.updateWorldMatrix(!0);var s=e.biologicallyImpossibleLevel();if(s>this.EPS&&s>=r-this.EPS){e[i]-=n;return}}else{var a=e[i]+n,o=e.minRot[i],l=e.maxRot[i];if(al+this.EPS&&n>0||o==l)return;e[i]=a}e.updateMatrix()}captureScreenshotDepthMap(){this.renderer.setRenderTarget(this.target),this.renderer.render(this.scene,this.camera),this.postMaterial.uniforms.tDiffuse.value=this.target.texture,this.postMaterial.uniforms.tDepth.value=this.target.depthTexture,this.renderer.setRenderTarget(null),this.renderer.render(this.postScene,this.postCamera);let e=this.renderer.domElement.toDataURL("image/jpeg");return this.renderer.render(this.scene,this.camera),e}captureScreenshot(){let e=this.renderer.domElement.toDataURL("image/jpeg");return e}}customElements.define("pose-maker",ThreeCanvasWrapper);