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\"core-js/modules/es.typed-array.set.js\";\nimport \"core-js/modules/es.typed-array.sort.js\";\nimport \"core-js/modules/es.array.sort.js\";\n\n// Polyfills\nif (Number.EPSILON === undefined) {\n Number.EPSILON = Math.pow(2, -52);\n}\n\nif (Number.isInteger === undefined) {\n // Missing in IE\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n Number.isInteger = function (value) {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n} //\n\n\nif (Math.sign === undefined) {\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n Math.sign = function (x) {\n return x < 0 ? -1 : x > 0 ? 1 : +x;\n };\n}\n\nif ('name' in Function.prototype === false) {\n // Missing in IE\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n Object.defineProperty(Function.prototype, 'name', {\n get: function get() {\n return this.toString().match(/^\\s*function\\s*([^\\(\\s]*)/)[1];\n }\n });\n}\n\nif (Object.assign === undefined) {\n // Missing in IE\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n (function () {\n Object.assign = function (target) {\n if (target === undefined || target === null) {\n throw new TypeError('Cannot convert undefined or null to object');\n }\n\n var output = Object(target);\n\n for (var index = 1; index < arguments.length; index++) {\n var source = arguments[index];\n\n if (source !== undefined && source !== null) {\n for (var nextKey in source) {\n if (Object.prototype.hasOwnProperty.call(source, nextKey)) {\n output[nextKey] = source[nextKey];\n }\n }\n }\n }\n\n return output;\n };\n })();\n}\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\n\nfunction EventDispatcher() {}\n\nObject.assign(EventDispatcher.prototype, {\n addEventListener: function addEventListener(type, listener) {\n if (this._listeners === undefined) this._listeners = {};\n var listeners = this._listeners;\n\n if (listeners[type] === undefined) {\n listeners[type] = [];\n }\n\n if (listeners[type].indexOf(listener) === -1) {\n listeners[type].push(listener);\n }\n },\n hasEventListener: function hasEventListener(type, listener) {\n if (this._listeners === undefined) return false;\n var listeners = this._listeners;\n return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;\n },\n removeEventListener: function removeEventListener(type, listener) {\n if (this._listeners === undefined) return;\n var listeners = this._listeners;\n var listenerArray = listeners[type];\n\n if (listenerArray !== undefined) {\n var index = listenerArray.indexOf(listener);\n\n if (index !== -1) {\n listenerArray.splice(index, 1);\n }\n }\n },\n dispatchEvent: function dispatchEvent(event) {\n if (this._listeners === undefined) return;\n var listeners = this._listeners;\n var listenerArray = listeners[event.type];\n\n if (listenerArray !== undefined) {\n event.target = this;\n var array = listenerArray.slice(0);\n\n for (var i = 0, l = array.length; i < l; i++) {\n array[i].call(this, event);\n }\n }\n }\n});\nvar REVISION = '100';\nvar MOUSE = {\n LEFT: 0,\n MIDDLE: 1,\n RIGHT: 2\n};\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar FrontFaceDirectionCW = 0;\nvar FrontFaceDirectionCCW = 1;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar Uncharted2ToneMapping = 3;\nvar CineonToneMapping = 4;\nvar ACESFilmicToneMapping = 5;\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar SphericalReflectionMapping = 305;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RedFormat = 1028;\nvar RGB_S3TC_DXT1_Format = 33776;\nvar RGBA_S3TC_DXT1_Format = 33777;\nvar RGBA_S3TC_DXT3_Format = 33778;\nvar RGBA_S3TC_DXT5_Format = 33779;\nvar RGB_PVRTC_4BPPV1_Format = 35840;\nvar RGB_PVRTC_2BPPV1_Format = 35841;\nvar RGBA_PVRTC_4BPPV1_Format = 35842;\nvar RGBA_PVRTC_2BPPV1_Format = 35843;\nvar RGB_ETC1_Format = 36196;\nvar RGBA_ASTC_4x4_Format = 37808;\nvar RGBA_ASTC_5x4_Format = 37809;\nvar RGBA_ASTC_5x5_Format = 37810;\nvar RGBA_ASTC_6x5_Format = 37811;\nvar RGBA_ASTC_6x6_Format = 37812;\nvar RGBA_ASTC_8x5_Format = 37813;\nvar RGBA_ASTC_8x6_Format = 37814;\nvar RGBA_ASTC_8x8_Format = 37815;\nvar RGBA_ASTC_10x5_Format = 37816;\nvar RGBA_ASTC_10x6_Format = 37817;\nvar RGBA_ASTC_10x8_Format = 37818;\nvar RGBA_ASTC_10x10_Format = 37819;\nvar RGBA_ASTC_12x10_Format = 37820;\nvar RGBA_ASTC_12x12_Format = 37821;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\nvar TangentSpaceNormalMap = 0;\nvar ObjectSpaceNormalMap = 1;\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _Math = {\n DEG2RAD: Math.PI / 180,\n RAD2DEG: 180 / Math.PI,\n generateUUID: function () {\n // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n var lut = [];\n\n for (var i = 0; i < 256; i++) {\n lut[i] = (i < 16 ? '0' : '') + i.toString(16);\n }\n\n return function generateUUID() {\n var d0 = Math.random() * 0xffffffff | 0;\n var d1 = Math.random() * 0xffffffff | 0;\n var d2 = Math.random() * 0xffffffff | 0;\n var d3 = Math.random() * 0xffffffff | 0;\n var uuid = lut[d0 & 0xff] + lut[d0 >> 8 & 0xff] + lut[d0 >> 16 & 0xff] + lut[d0 >> 24 & 0xff] + '-' + lut[d1 & 0xff] + lut[d1 >> 8 & 0xff] + '-' + lut[d1 >> 16 & 0x0f | 0x40] + lut[d1 >> 24 & 0xff] + '-' + lut[d2 & 0x3f | 0x80] + lut[d2 >> 8 & 0xff] + '-' + lut[d2 >> 16 & 0xff] + lut[d2 >> 24 & 0xff] + lut[d3 & 0xff] + lut[d3 >> 8 & 0xff] + lut[d3 >> 16 & 0xff] + lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.\n\n return uuid.toUpperCase();\n };\n }(),\n clamp: function clamp(value, min, max) {\n return Math.max(min, Math.min(max, value));\n },\n // compute euclidian modulo of m % n\n // https://en.wikipedia.org/wiki/Modulo_operation\n euclideanModulo: function euclideanModulo(n, m) {\n return (n % m + m) % m;\n },\n // Linear mapping from range to range \n mapLinear: function mapLinear(x, a1, a2, b1, b2) {\n return b1 + (x - a1) * (b2 - b1) / (a2 - a1);\n },\n // https://en.wikipedia.org/wiki/Linear_interpolation\n lerp: function lerp(x, y, t) {\n return (1 - t) * x + t * y;\n },\n // http://en.wikipedia.org/wiki/Smoothstep\n smoothstep: function smoothstep(x, min, max) {\n if (x <= min) return 0;\n if (x >= max) return 1;\n x = (x - min) / (max - min);\n return x * x * (3 - 2 * x);\n },\n smootherstep: function smootherstep(x, min, max) {\n if (x <= min) return 0;\n if (x >= max) return 1;\n x = (x - min) / (max - min);\n return x * x * x * (x * (x * 6 - 15) + 10);\n },\n // Random integer from interval\n randInt: function randInt(low, high) {\n return low + Math.floor(Math.random() * (high - low + 1));\n },\n // Random float from interval\n randFloat: function randFloat(low, high) {\n return low + Math.random() * (high - low);\n },\n // Random float from <-range/2, range/2> interval\n randFloatSpread: function randFloatSpread(range) {\n return range * (0.5 - Math.random());\n },\n degToRad: function degToRad(degrees) {\n return degrees * _Math.DEG2RAD;\n },\n radToDeg: function radToDeg(radians) {\n return radians * _Math.RAD2DEG;\n },\n isPowerOfTwo: function isPowerOfTwo(value) {\n return (value & value - 1) === 0 && value !== 0;\n },\n ceilPowerOfTwo: function ceilPowerOfTwo(value) {\n return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));\n },\n floorPowerOfTwo: function floorPowerOfTwo(value) {\n return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));\n }\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nfunction Vector2(x, y) {\n this.x = x || 0;\n this.y = y || 0;\n}\n\nObject.defineProperties(Vector2.prototype, {\n \"width\": {\n get: function get() {\n return this.x;\n },\n set: function set(value) {\n this.x = value;\n }\n },\n \"height\": {\n get: function get() {\n return this.y;\n },\n set: function set(value) {\n this.y = value;\n }\n }\n});\nObject.assign(Vector2.prototype, {\n isVector2: true,\n set: function set(x, y) {\n this.x = x;\n this.y = y;\n return this;\n },\n setScalar: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n return this;\n },\n setX: function setX(x) {\n this.x = x;\n return this;\n },\n setY: function setY(y) {\n this.y = y;\n return this;\n },\n setComponent: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n },\n getComponent: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n },\n clone: function clone() {\n return new this.constructor(this.x, this.y);\n },\n copy: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n return this;\n },\n add: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n return this;\n },\n addScalar: function addScalar(s) {\n this.x += s;\n this.y += s;\n return this;\n },\n addVectors: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n return this;\n },\n addScaledVector: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n return this;\n },\n sub: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n return this;\n },\n subScalar: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n return this;\n },\n subVectors: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n return this;\n },\n multiply: function multiply(v) {\n this.x *= v.x;\n this.y *= v.y;\n return this;\n },\n multiplyScalar: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n },\n divide: function divide(v) {\n this.x /= v.x;\n this.y /= v.y;\n return this;\n },\n divideScalar: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n },\n applyMatrix3: function applyMatrix3(m) {\n var x = this.x,\n y = this.y;\n var e = m.elements;\n this.x = e[0] * x + e[3] * y + e[6];\n this.y = e[1] * x + e[4] * y + e[7];\n return this;\n },\n min: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n return this;\n },\n max: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n return this;\n },\n clamp: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n return this;\n },\n clampScalar: function () {\n var min = new Vector2();\n var max = new Vector2();\n return function clampScalar(minVal, maxVal) {\n min.set(minVal, minVal);\n max.set(maxVal, maxVal);\n return this.clamp(min, max);\n };\n }(),\n clampLength: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n },\n floor: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n return this;\n },\n ceil: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n return this;\n },\n round: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n return this;\n },\n roundToZero: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n return this;\n },\n negate: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n return this;\n },\n dot: function dot(v) {\n return this.x * v.x + this.y * v.y;\n },\n cross: function cross(v) {\n return this.x * v.y - this.y * v.x;\n },\n lengthSq: function lengthSq() {\n return this.x * this.x + this.y * this.y;\n },\n length: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n },\n manhattanLength: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n },\n normalize: function normalize() {\n return this.divideScalar(this.length() || 1);\n },\n angle: function angle() {\n // computes the angle in radians with respect to the positive x-axis\n var angle = Math.atan2(this.y, this.x);\n if (angle < 0) angle += 2 * Math.PI;\n return angle;\n },\n distanceTo: function distanceTo(v) {\n return Math.sqrt(this.distanceToSquared(v));\n },\n distanceToSquared: function distanceToSquared(v) {\n var dx = this.x - v.x,\n dy = this.y - v.y;\n return dx * dx + dy * dy;\n },\n manhattanDistanceTo: function manhattanDistanceTo(v) {\n return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);\n },\n setLength: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n },\n lerp: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n return this;\n },\n lerpVectors: function lerpVectors(v1, v2, alpha) {\n return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);\n },\n equals: function equals(v) {\n return v.x === this.x && v.y === this.y;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n return array;\n },\n fromBufferAttribute: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n return this;\n },\n rotateAround: function rotateAround(center, angle) {\n var c = Math.cos(angle),\n s = Math.sin(angle);\n var x = this.x - center.x;\n var y = this.y - center.y;\n this.x = x * c - y * s + center.x;\n this.y = x * s + y * c + center.y;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Matrix4() {\n this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n\n if (arguments.length > 0) {\n console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');\n }\n}\n\nObject.assign(Matrix4.prototype, {\n isMatrix4: true,\n set: function set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {\n var te = this.elements;\n te[0] = n11;\n te[4] = n12;\n te[8] = n13;\n te[12] = n14;\n te[1] = n21;\n te[5] = n22;\n te[9] = n23;\n te[13] = n24;\n te[2] = n31;\n te[6] = n32;\n te[10] = n33;\n te[14] = n34;\n te[3] = n41;\n te[7] = n42;\n te[11] = n43;\n te[15] = n44;\n return this;\n },\n identity: function identity() {\n this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n return this;\n },\n clone: function clone() {\n return new Matrix4().fromArray(this.elements);\n },\n copy: function copy(m) {\n var te = this.elements;\n var me = m.elements;\n te[0] = me[0];\n te[1] = me[1];\n te[2] = me[2];\n te[3] = me[3];\n te[4] = me[4];\n te[5] = me[5];\n te[6] = me[6];\n te[7] = me[7];\n te[8] = me[8];\n te[9] = me[9];\n te[10] = me[10];\n te[11] = me[11];\n te[12] = me[12];\n te[13] = me[13];\n te[14] = me[14];\n te[15] = me[15];\n return this;\n },\n copyPosition: function copyPosition(m) {\n var te = this.elements,\n me = m.elements;\n te[12] = me[12];\n te[13] = me[13];\n te[14] = me[14];\n return this;\n },\n extractBasis: function extractBasis(xAxis, yAxis, zAxis) {\n xAxis.setFromMatrixColumn(this, 0);\n yAxis.setFromMatrixColumn(this, 1);\n zAxis.setFromMatrixColumn(this, 2);\n return this;\n },\n makeBasis: function makeBasis(xAxis, yAxis, zAxis) {\n this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);\n return this;\n },\n extractRotation: function () {\n var v1 = new Vector3();\n return function extractRotation(m) {\n // this method does not support reflection matrices\n var te = this.elements;\n var me = m.elements;\n var scaleX = 1 / v1.setFromMatrixColumn(m, 0).length();\n var scaleY = 1 / v1.setFromMatrixColumn(m, 1).length();\n var scaleZ = 1 / v1.setFromMatrixColumn(m, 2).length();\n te[0] = me[0] * scaleX;\n te[1] = me[1] * scaleX;\n te[2] = me[2] * scaleX;\n te[3] = 0;\n te[4] = me[4] * scaleY;\n te[5] = me[5] * scaleY;\n te[6] = me[6] * scaleY;\n te[7] = 0;\n te[8] = me[8] * scaleZ;\n te[9] = me[9] * scaleZ;\n te[10] = me[10] * scaleZ;\n te[11] = 0;\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return this;\n };\n }(),\n makeRotationFromEuler: function makeRotationFromEuler(euler) {\n if (!(euler && euler.isEuler)) {\n console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');\n }\n\n var te = this.elements;\n var x = euler.x,\n y = euler.y,\n z = euler.z;\n var a = Math.cos(x),\n b = Math.sin(x);\n var c = Math.cos(y),\n d = Math.sin(y);\n var e = Math.cos(z),\n f = Math.sin(z);\n\n if (euler.order === 'XYZ') {\n var ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n te[0] = c * e;\n te[4] = -c * f;\n te[8] = d;\n te[1] = af + be * d;\n te[5] = ae - bf * d;\n te[9] = -b * c;\n te[2] = bf - ae * d;\n te[6] = be + af * d;\n te[10] = a * c;\n } else if (euler.order === 'YXZ') {\n var ce = c * e,\n cf = c * f,\n de = d * e,\n df = d * f;\n te[0] = ce + df * b;\n te[4] = de * b - cf;\n te[8] = a * d;\n te[1] = a * f;\n te[5] = a * e;\n te[9] = -b;\n te[2] = cf * b - de;\n te[6] = df + ce * b;\n te[10] = a * c;\n } else if (euler.order === 'ZXY') {\n var ce = c * e,\n cf = c * f,\n de = d * e,\n df = d * f;\n te[0] = ce - df * b;\n te[4] = -a * f;\n te[8] = de + cf * b;\n te[1] = cf + de * b;\n te[5] = a * e;\n te[9] = df - ce * b;\n te[2] = -a * d;\n te[6] = b;\n te[10] = a * c;\n } else if (euler.order === 'ZYX') {\n var ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n te[0] = c * e;\n te[4] = be * d - af;\n te[8] = ae * d + bf;\n te[1] = c * f;\n te[5] = bf * d + ae;\n te[9] = af * d - be;\n te[2] = -d;\n te[6] = b * c;\n te[10] = a * c;\n } else if (euler.order === 'YZX') {\n var ac = a * c,\n ad = a * d,\n bc = b * c,\n bd = b * d;\n te[0] = c * e;\n te[4] = bd - ac * f;\n te[8] = bc * f + ad;\n te[1] = f;\n te[5] = a * e;\n te[9] = -b * e;\n te[2] = -d * e;\n te[6] = ad * f + bc;\n te[10] = ac - bd * f;\n } else if (euler.order === 'XZY') {\n var ac = a * c,\n ad = a * d,\n bc = b * c,\n bd = b * d;\n te[0] = c * e;\n te[4] = -f;\n te[8] = d * e;\n te[1] = ac * f + bd;\n te[5] = a * e;\n te[9] = ad * f - bc;\n te[2] = bc * f - ad;\n te[6] = b * e;\n te[10] = bd * f + ac;\n } // bottom row\n\n\n te[3] = 0;\n te[7] = 0;\n te[11] = 0; // last column\n\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return this;\n },\n makeRotationFromQuaternion: function () {\n var zero = new Vector3(0, 0, 0);\n var one = new Vector3(1, 1, 1);\n return function makeRotationFromQuaternion(q) {\n return this.compose(zero, q, one);\n };\n }(),\n lookAt: function () {\n var x = new Vector3();\n var y = new Vector3();\n var z = new Vector3();\n return function lookAt(eye, target, up) {\n var te = this.elements;\n z.subVectors(eye, target);\n\n if (z.lengthSq() === 0) {\n // eye and target are in the same position\n z.z = 1;\n }\n\n z.normalize();\n x.crossVectors(up, z);\n\n if (x.lengthSq() === 0) {\n // up and z are parallel\n if (Math.abs(up.z) === 1) {\n z.x += 0.0001;\n } else {\n z.z += 0.0001;\n }\n\n z.normalize();\n x.crossVectors(up, z);\n }\n\n x.normalize();\n y.crossVectors(z, x);\n te[0] = x.x;\n te[4] = y.x;\n te[8] = z.x;\n te[1] = x.y;\n te[5] = y.y;\n te[9] = z.y;\n te[2] = x.z;\n te[6] = y.z;\n te[10] = z.z;\n return this;\n };\n }(),\n multiply: function multiply(m, n) {\n if (n !== undefined) {\n console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');\n return this.multiplyMatrices(m, n);\n }\n\n return this.multiplyMatrices(this, m);\n },\n premultiply: function premultiply(m) {\n return this.multiplyMatrices(m, this);\n },\n multiplyMatrices: function multiplyMatrices(a, b) {\n var ae = a.elements;\n var be = b.elements;\n var te = this.elements;\n var a11 = ae[0],\n a12 = ae[4],\n a13 = ae[8],\n a14 = ae[12];\n var a21 = ae[1],\n a22 = ae[5],\n a23 = ae[9],\n a24 = ae[13];\n var a31 = ae[2],\n a32 = ae[6],\n a33 = ae[10],\n a34 = ae[14];\n var a41 = ae[3],\n a42 = ae[7],\n a43 = ae[11],\n a44 = ae[15];\n var b11 = be[0],\n b12 = be[4],\n b13 = be[8],\n b14 = be[12];\n var b21 = be[1],\n b22 = be[5],\n b23 = be[9],\n b24 = be[13];\n var b31 = be[2],\n b32 = be[6],\n b33 = be[10],\n b34 = be[14];\n var b41 = be[3],\n b42 = be[7],\n b43 = be[11],\n b44 = be[15];\n te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n return this;\n },\n multiplyScalar: function multiplyScalar(s) {\n var te = this.elements;\n te[0] *= s;\n te[4] *= s;\n te[8] *= s;\n te[12] *= s;\n te[1] *= s;\n te[5] *= s;\n te[9] *= s;\n te[13] *= s;\n te[2] *= s;\n te[6] *= s;\n te[10] *= s;\n te[14] *= s;\n te[3] *= s;\n te[7] *= s;\n te[11] *= s;\n te[15] *= s;\n return this;\n },\n applyToBufferAttribute: function () {\n var v1 = new Vector3();\n return function applyToBufferAttribute(attribute) {\n for (var i = 0, l = attribute.count; i < l; i++) {\n v1.x = attribute.getX(i);\n v1.y = attribute.getY(i);\n v1.z = attribute.getZ(i);\n v1.applyMatrix4(this);\n attribute.setXYZ(i, v1.x, v1.y, v1.z);\n }\n\n return attribute;\n };\n }(),\n determinant: function determinant() {\n var te = this.elements;\n var n11 = te[0],\n n12 = te[4],\n n13 = te[8],\n n14 = te[12];\n var n21 = te[1],\n n22 = te[5],\n n23 = te[9],\n n24 = te[13];\n var n31 = te[2],\n n32 = te[6],\n n33 = te[10],\n n34 = te[14];\n var n41 = te[3],\n n42 = te[7],\n n43 = te[11],\n n44 = te[15]; //TODO: make this more efficient\n //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);\n },\n transpose: function transpose() {\n var te = this.elements;\n var tmp;\n tmp = te[1];\n te[1] = te[4];\n te[4] = tmp;\n tmp = te[2];\n te[2] = te[8];\n te[8] = tmp;\n tmp = te[6];\n te[6] = te[9];\n te[9] = tmp;\n tmp = te[3];\n te[3] = te[12];\n te[12] = tmp;\n tmp = te[7];\n te[7] = te[13];\n te[13] = tmp;\n tmp = te[11];\n te[11] = te[14];\n te[14] = tmp;\n return this;\n },\n setPosition: function setPosition(v) {\n var te = this.elements;\n te[12] = v.x;\n te[13] = v.y;\n te[14] = v.z;\n return this;\n },\n getInverse: function getInverse(m, throwOnDegenerate) {\n // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n var te = this.elements,\n me = m.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n41 = me[3],\n n12 = me[4],\n n22 = me[5],\n n32 = me[6],\n n42 = me[7],\n n13 = me[8],\n n23 = me[9],\n n33 = me[10],\n n43 = me[11],\n n14 = me[12],\n n24 = me[13],\n n34 = me[14],\n n44 = me[15],\n t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n if (det === 0) {\n var msg = \"THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0\";\n\n if (throwOnDegenerate === true) {\n throw new Error(msg);\n } else {\n console.warn(msg);\n }\n\n return this.identity();\n }\n\n var detInv = 1 / det;\n te[0] = t11 * detInv;\n te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;\n te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;\n te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;\n te[4] = t12 * detInv;\n te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;\n te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;\n te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;\n te[8] = t13 * detInv;\n te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;\n te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;\n te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;\n te[12] = t14 * detInv;\n te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;\n te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;\n te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;\n return this;\n },\n scale: function scale(v) {\n var te = this.elements;\n var x = v.x,\n y = v.y,\n z = v.z;\n te[0] *= x;\n te[4] *= y;\n te[8] *= z;\n te[1] *= x;\n te[5] *= y;\n te[9] *= z;\n te[2] *= x;\n te[6] *= y;\n te[10] *= z;\n te[3] *= x;\n te[7] *= y;\n te[11] *= z;\n return this;\n },\n getMaxScaleOnAxis: function getMaxScaleOnAxis() {\n var te = this.elements;\n var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];\n var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];\n var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];\n return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));\n },\n makeTranslation: function makeTranslation(x, y, z) {\n this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);\n return this;\n },\n makeRotationX: function makeRotationX(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);\n return this;\n },\n makeRotationY: function makeRotationY(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);\n return this;\n },\n makeRotationZ: function makeRotationZ(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n return this;\n },\n makeRotationAxis: function makeRotationAxis(axis, angle) {\n // Based on http://www.gamedev.net/reference/articles/article1199.asp\n var c = Math.cos(angle);\n var s = Math.sin(angle);\n var t = 1 - c;\n var x = axis.x,\n y = axis.y,\n z = axis.z;\n var tx = t * x,\n ty = t * y;\n this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);\n return this;\n },\n makeScale: function makeScale(x, y, z) {\n this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);\n return this;\n },\n makeShear: function makeShear(x, y, z) {\n this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);\n return this;\n },\n compose: function compose(position, quaternion, scale) {\n var te = this.elements;\n var x = quaternion._x,\n y = quaternion._y,\n z = quaternion._z,\n w = quaternion._w;\n var x2 = x + x,\n y2 = y + y,\n z2 = z + z;\n var xx = x * x2,\n xy = x * y2,\n xz = x * z2;\n var yy = y * y2,\n yz = y * z2,\n zz = z * z2;\n var wx = w * x2,\n wy = w * y2,\n wz = w * z2;\n var sx = scale.x,\n sy = scale.y,\n sz = scale.z;\n te[0] = (1 - (yy + zz)) * sx;\n te[1] = (xy + wz) * sx;\n te[2] = (xz - wy) * sx;\n te[3] = 0;\n te[4] = (xy - wz) * sy;\n te[5] = (1 - (xx + zz)) * sy;\n te[6] = (yz + wx) * sy;\n te[7] = 0;\n te[8] = (xz + wy) * sz;\n te[9] = (yz - wx) * sz;\n te[10] = (1 - (xx + yy)) * sz;\n te[11] = 0;\n te[12] = position.x;\n te[13] = position.y;\n te[14] = position.z;\n te[15] = 1;\n return this;\n },\n decompose: function () {\n var vector = new Vector3();\n var matrix = new Matrix4();\n return function decompose(position, quaternion, scale) {\n var te = this.elements;\n var sx = vector.set(te[0], te[1], te[2]).length();\n var sy = vector.set(te[4], te[5], te[6]).length();\n var sz = vector.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale\n\n var det = this.determinant();\n if (det < 0) sx = -sx;\n position.x = te[12];\n position.y = te[13];\n position.z = te[14]; // scale the rotation part\n\n matrix.copy(this);\n var invSX = 1 / sx;\n var invSY = 1 / sy;\n var invSZ = 1 / sz;\n matrix.elements[0] *= invSX;\n matrix.elements[1] *= invSX;\n matrix.elements[2] *= invSX;\n matrix.elements[4] *= invSY;\n matrix.elements[5] *= invSY;\n matrix.elements[6] *= invSY;\n matrix.elements[8] *= invSZ;\n matrix.elements[9] *= invSZ;\n matrix.elements[10] *= invSZ;\n quaternion.setFromRotationMatrix(matrix);\n scale.x = sx;\n scale.y = sy;\n scale.z = sz;\n return this;\n };\n }(),\n makePerspective: function makePerspective(left, right, top, bottom, near, far) {\n if (far === undefined) {\n console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');\n }\n\n var te = this.elements;\n var x = 2 * near / (right - left);\n var y = 2 * near / (top - bottom);\n var a = (right + left) / (right - left);\n var b = (top + bottom) / (top - bottom);\n var c = -(far + near) / (far - near);\n var d = -2 * far * near / (far - near);\n te[0] = x;\n te[4] = 0;\n te[8] = a;\n te[12] = 0;\n te[1] = 0;\n te[5] = y;\n te[9] = b;\n te[13] = 0;\n te[2] = 0;\n te[6] = 0;\n te[10] = c;\n te[14] = d;\n te[3] = 0;\n te[7] = 0;\n te[11] = -1;\n te[15] = 0;\n return this;\n },\n makeOrthographic: function makeOrthographic(left, right, top, bottom, near, far) {\n var te = this.elements;\n var w = 1.0 / (right - left);\n var h = 1.0 / (top - bottom);\n var p = 1.0 / (far - near);\n var x = (right + left) * w;\n var y = (top + bottom) * h;\n var z = (far + near) * p;\n te[0] = 2 * w;\n te[4] = 0;\n te[8] = 0;\n te[12] = -x;\n te[1] = 0;\n te[5] = 2 * h;\n te[9] = 0;\n te[13] = -y;\n te[2] = 0;\n te[6] = 0;\n te[10] = -2 * p;\n te[14] = -z;\n te[3] = 0;\n te[7] = 0;\n te[11] = 0;\n te[15] = 1;\n return this;\n },\n equals: function equals(matrix) {\n var te = this.elements;\n var me = matrix.elements;\n\n for (var i = 0; i < 16; i++) {\n if (te[i] !== me[i]) return false;\n }\n\n return true;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n\n for (var i = 0; i < 16; i++) {\n this.elements[i] = array[i + offset];\n }\n\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n var te = this.elements;\n array[offset] = te[0];\n array[offset + 1] = te[1];\n array[offset + 2] = te[2];\n array[offset + 3] = te[3];\n array[offset + 4] = te[4];\n array[offset + 5] = te[5];\n array[offset + 6] = te[6];\n array[offset + 7] = te[7];\n array[offset + 8] = te[8];\n array[offset + 9] = te[9];\n array[offset + 10] = te[10];\n array[offset + 11] = te[11];\n array[offset + 12] = te[12];\n array[offset + 13] = te[13];\n array[offset + 14] = te[14];\n array[offset + 15] = te[15];\n return array;\n }\n});\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Quaternion(x, y, z, w) {\n this._x = x || 0;\n this._y = y || 0;\n this._z = z || 0;\n this._w = w !== undefined ? w : 1;\n}\n\nObject.assign(Quaternion, {\n slerp: function slerp(qa, qb, qm, t) {\n return qm.copy(qa).slerp(qb, t);\n },\n slerpFlat: function slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {\n // fuzz-free, array-based Quaternion SLERP operation\n var x0 = src0[srcOffset0 + 0],\n y0 = src0[srcOffset0 + 1],\n z0 = src0[srcOffset0 + 2],\n w0 = src0[srcOffset0 + 3],\n x1 = src1[srcOffset1 + 0],\n y1 = src1[srcOffset1 + 1],\n z1 = src1[srcOffset1 + 2],\n w1 = src1[srcOffset1 + 3];\n\n if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {\n var s = 1 - t,\n cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n dir = cos >= 0 ? 1 : -1,\n sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:\n\n if (sqrSin > Number.EPSILON) {\n var sin = Math.sqrt(sqrSin),\n len = Math.atan2(sin, cos * dir);\n s = Math.sin(s * len) / sin;\n t = Math.sin(t * len) / sin;\n }\n\n var tDir = t * dir;\n x0 = x0 * s + x1 * tDir;\n y0 = y0 * s + y1 * tDir;\n z0 = z0 * s + z1 * tDir;\n w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:\n\n if (s === 1 - t) {\n var f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);\n x0 *= f;\n y0 *= f;\n z0 *= f;\n w0 *= f;\n }\n }\n\n dst[dstOffset] = x0;\n dst[dstOffset + 1] = y0;\n dst[dstOffset + 2] = z0;\n dst[dstOffset + 3] = w0;\n }\n});\nObject.defineProperties(Quaternion.prototype, {\n x: {\n get: function get() {\n return this._x;\n },\n set: function set(value) {\n this._x = value;\n this.onChangeCallback();\n }\n },\n y: {\n get: function get() {\n return this._y;\n },\n set: function set(value) {\n this._y = value;\n this.onChangeCallback();\n }\n },\n z: {\n get: function get() {\n return this._z;\n },\n set: function set(value) {\n this._z = value;\n this.onChangeCallback();\n }\n },\n w: {\n get: function get() {\n return this._w;\n },\n set: function set(value) {\n this._w = value;\n this.onChangeCallback();\n }\n }\n});\nObject.assign(Quaternion.prototype, {\n isQuaternion: true,\n set: function set(x, y, z, w) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._w = w;\n this.onChangeCallback();\n return this;\n },\n clone: function clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n },\n copy: function copy(quaternion) {\n this._x = quaternion.x;\n this._y = quaternion.y;\n this._z = quaternion.z;\n this._w = quaternion.w;\n this.onChangeCallback();\n return this;\n },\n setFromEuler: function setFromEuler(euler, update) {\n if (!(euler && euler.isEuler)) {\n throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');\n }\n\n var x = euler._x,\n y = euler._y,\n z = euler._z,\n order = euler.order; // http://www.mathworks.com/matlabcentral/fileexchange/\n // \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n //\tcontent/SpinCalc.m\n\n var cos = Math.cos;\n var sin = Math.sin;\n var c1 = cos(x / 2);\n var c2 = cos(y / 2);\n var c3 = cos(z / 2);\n var s1 = sin(x / 2);\n var s2 = sin(y / 2);\n var s3 = sin(z / 2);\n\n if (order === 'XYZ') {\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n } else if (order === 'YXZ') {\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n } else if (order === 'ZXY') {\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n } else if (order === 'ZYX') {\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n } else if (order === 'YZX') {\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n } else if (order === 'XZY') {\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n }\n\n if (update !== false) this.onChangeCallback();\n return this;\n },\n setFromAxisAngle: function setFromAxisAngle(axis, angle) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n // assumes axis is normalized\n var halfAngle = angle / 2,\n s = Math.sin(halfAngle);\n this._x = axis.x * s;\n this._y = axis.y * s;\n this._z = axis.z * s;\n this._w = Math.cos(halfAngle);\n this.onChangeCallback();\n return this;\n },\n setFromRotationMatrix: function setFromRotationMatrix(m) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n var te = m.elements,\n m11 = te[0],\n m12 = te[4],\n m13 = te[8],\n m21 = te[1],\n m22 = te[5],\n m23 = te[9],\n m31 = te[2],\n m32 = te[6],\n m33 = te[10],\n trace = m11 + m22 + m33,\n s;\n\n if (trace > 0) {\n s = 0.5 / Math.sqrt(trace + 1.0);\n this._w = 0.25 / s;\n this._x = (m32 - m23) * s;\n this._y = (m13 - m31) * s;\n this._z = (m21 - m12) * s;\n } else if (m11 > m22 && m11 > m33) {\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\n this._w = (m32 - m23) / s;\n this._x = 0.25 * s;\n this._y = (m12 + m21) / s;\n this._z = (m13 + m31) / s;\n } else if (m22 > m33) {\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\n this._w = (m13 - m31) / s;\n this._x = (m12 + m21) / s;\n this._y = 0.25 * s;\n this._z = (m23 + m32) / s;\n } else {\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\n this._w = (m21 - m12) / s;\n this._x = (m13 + m31) / s;\n this._y = (m23 + m32) / s;\n this._z = 0.25 * s;\n }\n\n this.onChangeCallback();\n return this;\n },\n setFromUnitVectors: function () {\n // assumes direction vectors vFrom and vTo are normalized\n var v1 = new Vector3();\n var r;\n var EPS = 0.000001;\n return function setFromUnitVectors(vFrom, vTo) {\n if (v1 === undefined) v1 = new Vector3();\n r = vFrom.dot(vTo) + 1;\n\n if (r < EPS) {\n r = 0;\n\n if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {\n v1.set(-vFrom.y, vFrom.x, 0);\n } else {\n v1.set(0, -vFrom.z, vFrom.y);\n }\n } else {\n v1.crossVectors(vFrom, vTo);\n }\n\n this._x = v1.x;\n this._y = v1.y;\n this._z = v1.z;\n this._w = r;\n return this.normalize();\n };\n }(),\n angleTo: function angleTo(q) {\n return 2 * Math.acos(Math.abs(_Math.clamp(this.dot(q), -1, 1)));\n },\n rotateTowards: function rotateTowards(q, step) {\n var angle = this.angleTo(q);\n if (angle === 0) return this;\n var t = Math.min(1, step / angle);\n this.slerp(q, t);\n return this;\n },\n inverse: function inverse() {\n // quaternion is assumed to have unit length\n return this.conjugate();\n },\n conjugate: function conjugate() {\n this._x *= -1;\n this._y *= -1;\n this._z *= -1;\n this.onChangeCallback();\n return this;\n },\n dot: function dot(v) {\n return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n },\n lengthSq: function lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n },\n length: function length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n },\n normalize: function normalize() {\n var l = this.length();\n\n if (l === 0) {\n this._x = 0;\n this._y = 0;\n this._z = 0;\n this._w = 1;\n } else {\n l = 1 / l;\n this._x = this._x * l;\n this._y = this._y * l;\n this._z = this._z * l;\n this._w = this._w * l;\n }\n\n this.onChangeCallback();\n return this;\n },\n multiply: function multiply(q, p) {\n if (p !== undefined) {\n console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');\n return this.multiplyQuaternions(q, p);\n }\n\n return this.multiplyQuaternions(this, q);\n },\n premultiply: function premultiply(q) {\n return this.multiplyQuaternions(q, this);\n },\n multiplyQuaternions: function multiplyQuaternions(a, b) {\n // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n var qax = a._x,\n qay = a._y,\n qaz = a._z,\n qaw = a._w;\n var qbx = b._x,\n qby = b._y,\n qbz = b._z,\n qbw = b._w;\n this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n this.onChangeCallback();\n return this;\n },\n slerp: function slerp(qb, t) {\n if (t === 0) return this;\n if (t === 1) return this.copy(qb);\n var x = this._x,\n y = this._y,\n z = this._z,\n w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n if (cosHalfTheta < 0) {\n this._w = -qb._w;\n this._x = -qb._x;\n this._y = -qb._y;\n this._z = -qb._z;\n cosHalfTheta = -cosHalfTheta;\n } else {\n this.copy(qb);\n }\n\n if (cosHalfTheta >= 1.0) {\n this._w = w;\n this._x = x;\n this._y = y;\n this._z = z;\n return this;\n }\n\n var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n if (sqrSinHalfTheta <= Number.EPSILON) {\n var s = 1 - t;\n this._w = s * w + t * this._w;\n this._x = s * x + t * this._x;\n this._y = s * y + t * this._y;\n this._z = s * z + t * this._z;\n return this.normalize();\n }\n\n var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);\n var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);\n var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,\n ratioB = Math.sin(t * halfTheta) / sinHalfTheta;\n this._w = w * ratioA + this._w * ratioB;\n this._x = x * ratioA + this._x * ratioB;\n this._y = y * ratioA + this._y * ratioB;\n this._z = z * ratioA + this._z * ratioB;\n this.onChangeCallback();\n return this;\n },\n equals: function equals(quaternion) {\n return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n this._x = array[offset];\n this._y = array[offset + 1];\n this._z = array[offset + 2];\n this._w = array[offset + 3];\n this.onChangeCallback();\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this._x;\n array[offset + 1] = this._y;\n array[offset + 2] = this._z;\n array[offset + 3] = this._w;\n return array;\n },\n onChange: function onChange(callback) {\n this.onChangeCallback = callback;\n return this;\n },\n onChangeCallback: function onChangeCallback() {}\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector3(x, y, z) {\n this.x = x || 0;\n this.y = y || 0;\n this.z = z || 0;\n}\n\nObject.assign(Vector3.prototype, {\n isVector3: true,\n set: function set(x, y, z) {\n this.x = x;\n this.y = y;\n this.z = z;\n return this;\n },\n setScalar: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n this.z = scalar;\n return this;\n },\n setX: function setX(x) {\n this.x = x;\n return this;\n },\n setY: function setY(y) {\n this.y = y;\n return this;\n },\n setZ: function setZ(z) {\n this.z = z;\n return this;\n },\n setComponent: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n case 2:\n this.z = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n },\n getComponent: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n case 2:\n return this.z;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n },\n clone: function clone() {\n return new this.constructor(this.x, this.y, this.z);\n },\n copy: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n this.z = v.z;\n return this;\n },\n add: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n this.z += v.z;\n return this;\n },\n addScalar: function addScalar(s) {\n this.x += s;\n this.y += s;\n this.z += s;\n return this;\n },\n addVectors: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n this.z = a.z + b.z;\n return this;\n },\n addScaledVector: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n this.z += v.z * s;\n return this;\n },\n sub: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n this.z -= v.z;\n return this;\n },\n subScalar: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n this.z -= s;\n return this;\n },\n subVectors: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n this.z = a.z - b.z;\n return this;\n },\n multiply: function multiply(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');\n return this.multiplyVectors(v, w);\n }\n\n this.x *= v.x;\n this.y *= v.y;\n this.z *= v.z;\n return this;\n },\n multiplyScalar: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n this.z *= scalar;\n return this;\n },\n multiplyVectors: function multiplyVectors(a, b) {\n this.x = a.x * b.x;\n this.y = a.y * b.y;\n this.z = a.z * b.z;\n return this;\n },\n applyEuler: function () {\n var quaternion = new Quaternion();\n return function applyEuler(euler) {\n if (!(euler && euler.isEuler)) {\n console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');\n }\n\n return this.applyQuaternion(quaternion.setFromEuler(euler));\n };\n }(),\n applyAxisAngle: function () {\n var quaternion = new Quaternion();\n return function applyAxisAngle(axis, angle) {\n return this.applyQuaternion(quaternion.setFromAxisAngle(axis, angle));\n };\n }(),\n applyMatrix3: function applyMatrix3(m) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n this.x = e[0] * x + e[3] * y + e[6] * z;\n this.y = e[1] * x + e[4] * y + e[7] * z;\n this.z = e[2] * x + e[5] * y + e[8] * z;\n return this;\n },\n applyMatrix4: function applyMatrix4(m) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);\n this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;\n this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;\n this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;\n return this;\n },\n applyQuaternion: function applyQuaternion(q) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var qx = q.x,\n qy = q.y,\n qz = q.z,\n qw = q.w; // calculate quat * vector\n\n var ix = qw * x + qy * z - qz * y;\n var iy = qw * y + qz * x - qx * z;\n var iz = qw * z + qx * y - qy * x;\n var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat\n\n this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;\n this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;\n this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;\n return this;\n },\n project: function project(camera) {\n return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);\n },\n unproject: function () {\n var matrix = new Matrix4();\n return function unproject(camera) {\n return this.applyMatrix4(matrix.getInverse(camera.projectionMatrix)).applyMatrix4(camera.matrixWorld);\n };\n }(),\n transformDirection: function transformDirection(m) {\n // input: THREE.Matrix4 affine matrix\n // vector interpreted as a direction\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n this.x = e[0] * x + e[4] * y + e[8] * z;\n this.y = e[1] * x + e[5] * y + e[9] * z;\n this.z = e[2] * x + e[6] * y + e[10] * z;\n return this.normalize();\n },\n divide: function divide(v) {\n this.x /= v.x;\n this.y /= v.y;\n this.z /= v.z;\n return this;\n },\n divideScalar: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n },\n min: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n this.z = Math.min(this.z, v.z);\n return this;\n },\n max: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n this.z = Math.max(this.z, v.z);\n return this;\n },\n clamp: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n this.z = Math.max(min.z, Math.min(max.z, this.z));\n return this;\n },\n clampScalar: function () {\n var min = new Vector3();\n var max = new Vector3();\n return function clampScalar(minVal, maxVal) {\n min.set(minVal, minVal, minVal);\n max.set(maxVal, maxVal, maxVal);\n return this.clamp(min, max);\n };\n }(),\n clampLength: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n },\n floor: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n this.z = Math.floor(this.z);\n return this;\n },\n ceil: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n this.z = Math.ceil(this.z);\n return this;\n },\n round: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n this.z = Math.round(this.z);\n return this;\n },\n roundToZero: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n return this;\n },\n negate: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n this.z = -this.z;\n return this;\n },\n dot: function dot(v) {\n return this.x * v.x + this.y * v.y + this.z * v.z;\n },\n // TODO lengthSquared?\n lengthSq: function lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n },\n length: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n },\n manhattanLength: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n },\n normalize: function normalize() {\n return this.divideScalar(this.length() || 1);\n },\n setLength: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n },\n lerp: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n this.z += (v.z - this.z) * alpha;\n return this;\n },\n lerpVectors: function lerpVectors(v1, v2, alpha) {\n return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);\n },\n cross: function cross(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');\n return this.crossVectors(v, w);\n }\n\n return this.crossVectors(this, v);\n },\n crossVectors: function crossVectors(a, b) {\n var ax = a.x,\n ay = a.y,\n az = a.z;\n var bx = b.x,\n by = b.y,\n bz = b.z;\n this.x = ay * bz - az * by;\n this.y = az * bx - ax * bz;\n this.z = ax * by - ay * bx;\n return this;\n },\n projectOnVector: function projectOnVector(vector) {\n var scalar = vector.dot(this) / vector.lengthSq();\n return this.copy(vector).multiplyScalar(scalar);\n },\n projectOnPlane: function () {\n var v1 = new Vector3();\n return function projectOnPlane(planeNormal) {\n v1.copy(this).projectOnVector(planeNormal);\n return this.sub(v1);\n };\n }(),\n reflect: function () {\n // reflect incident vector off plane orthogonal to normal\n // normal is assumed to have unit length\n var v1 = new Vector3();\n return function reflect(normal) {\n return this.sub(v1.copy(normal).multiplyScalar(2 * this.dot(normal)));\n };\n }(),\n angleTo: function angleTo(v) {\n var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq()); // clamp, to handle numerical problems\n\n return Math.acos(_Math.clamp(theta, -1, 1));\n },\n distanceTo: function distanceTo(v) {\n return Math.sqrt(this.distanceToSquared(v));\n },\n distanceToSquared: function distanceToSquared(v) {\n var dx = this.x - v.x,\n dy = this.y - v.y,\n dz = this.z - v.z;\n return dx * dx + dy * dy + dz * dz;\n },\n manhattanDistanceTo: function manhattanDistanceTo(v) {\n return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);\n },\n setFromSpherical: function setFromSpherical(s) {\n return this.setFromSphericalCoords(s.radius, s.phi, s.theta);\n },\n setFromSphericalCoords: function setFromSphericalCoords(radius, phi, theta) {\n var sinPhiRadius = Math.sin(phi) * radius;\n this.x = sinPhiRadius * Math.sin(theta);\n this.y = Math.cos(phi) * radius;\n this.z = sinPhiRadius * Math.cos(theta);\n return this;\n },\n setFromCylindrical: function setFromCylindrical(c) {\n return this.setFromCylindricalCoords(c.radius, c.theta, c.y);\n },\n setFromCylindricalCoords: function setFromCylindricalCoords(radius, theta, y) {\n this.x = radius * Math.sin(theta);\n this.y = y;\n this.z = radius * Math.cos(theta);\n return this;\n },\n setFromMatrixPosition: function setFromMatrixPosition(m) {\n var e = m.elements;\n this.x = e[12];\n this.y = e[13];\n this.z = e[14];\n return this;\n },\n setFromMatrixScale: function setFromMatrixScale(m) {\n var sx = this.setFromMatrixColumn(m, 0).length();\n var sy = this.setFromMatrixColumn(m, 1).length();\n var sz = this.setFromMatrixColumn(m, 2).length();\n this.x = sx;\n this.y = sy;\n this.z = sz;\n return this;\n },\n setFromMatrixColumn: function setFromMatrixColumn(m, index) {\n return this.fromArray(m.elements, index * 4);\n },\n equals: function equals(v) {\n return v.x === this.x && v.y === this.y && v.z === this.z;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n this.z = array[offset + 2];\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n array[offset + 2] = this.z;\n return array;\n },\n fromBufferAttribute: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n this.z = attribute.getZ(index);\n return this;\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */\n\nfunction Matrix3() {\n this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n\n if (arguments.length > 0) {\n console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');\n }\n}\n\nObject.assign(Matrix3.prototype, {\n isMatrix3: true,\n set: function set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {\n var te = this.elements;\n te[0] = n11;\n te[1] = n21;\n te[2] = n31;\n te[3] = n12;\n te[4] = n22;\n te[5] = n32;\n te[6] = n13;\n te[7] = n23;\n te[8] = n33;\n return this;\n },\n identity: function identity() {\n this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);\n return this;\n },\n clone: function clone() {\n return new this.constructor().fromArray(this.elements);\n },\n copy: function copy(m) {\n var te = this.elements;\n var me = m.elements;\n te[0] = me[0];\n te[1] = me[1];\n te[2] = me[2];\n te[3] = me[3];\n te[4] = me[4];\n te[5] = me[5];\n te[6] = me[6];\n te[7] = me[7];\n te[8] = me[8];\n return this;\n },\n setFromMatrix4: function setFromMatrix4(m) {\n var me = m.elements;\n this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);\n return this;\n },\n applyToBufferAttribute: function () {\n var v1 = new Vector3();\n return function applyToBufferAttribute(attribute) {\n for (var i = 0, l = attribute.count; i < l; i++) {\n v1.x = attribute.getX(i);\n v1.y = attribute.getY(i);\n v1.z = attribute.getZ(i);\n v1.applyMatrix3(this);\n attribute.setXYZ(i, v1.x, v1.y, v1.z);\n }\n\n return attribute;\n };\n }(),\n multiply: function multiply(m) {\n return this.multiplyMatrices(this, m);\n },\n premultiply: function premultiply(m) {\n return this.multiplyMatrices(m, this);\n },\n multiplyMatrices: function multiplyMatrices(a, b) {\n var ae = a.elements;\n var be = b.elements;\n var te = this.elements;\n var a11 = ae[0],\n a12 = ae[3],\n a13 = ae[6];\n var a21 = ae[1],\n a22 = ae[4],\n a23 = ae[7];\n var a31 = ae[2],\n a32 = ae[5],\n a33 = ae[8];\n var b11 = be[0],\n b12 = be[3],\n b13 = be[6];\n var b21 = be[1],\n b22 = be[4],\n b23 = be[7];\n var b31 = be[2],\n b32 = be[5],\n b33 = be[8];\n te[0] = a11 * b11 + a12 * b21 + a13 * b31;\n te[3] = a11 * b12 + a12 * b22 + a13 * b32;\n te[6] = a11 * b13 + a12 * b23 + a13 * b33;\n te[1] = a21 * b11 + a22 * b21 + a23 * b31;\n te[4] = a21 * b12 + a22 * b22 + a23 * b32;\n te[7] = a21 * b13 + a22 * b23 + a23 * b33;\n te[2] = a31 * b11 + a32 * b21 + a33 * b31;\n te[5] = a31 * b12 + a32 * b22 + a33 * b32;\n te[8] = a31 * b13 + a32 * b23 + a33 * b33;\n return this;\n },\n multiplyScalar: function multiplyScalar(s) {\n var te = this.elements;\n te[0] *= s;\n te[3] *= s;\n te[6] *= s;\n te[1] *= s;\n te[4] *= s;\n te[7] *= s;\n te[2] *= s;\n te[5] *= s;\n te[8] *= s;\n return this;\n },\n determinant: function determinant() {\n var te = this.elements;\n var a = te[0],\n b = te[1],\n c = te[2],\n d = te[3],\n e = te[4],\n f = te[5],\n g = te[6],\n h = te[7],\n i = te[8];\n return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n },\n getInverse: function getInverse(matrix, throwOnDegenerate) {\n if (matrix && matrix.isMatrix4) {\n console.error(\"THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.\");\n }\n\n var me = matrix.elements,\n te = this.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n12 = me[3],\n n22 = me[4],\n n32 = me[5],\n n13 = me[6],\n n23 = me[7],\n n33 = me[8],\n t11 = n33 * n22 - n32 * n23,\n t12 = n32 * n13 - n33 * n12,\n t13 = n23 * n12 - n22 * n13,\n det = n11 * t11 + n21 * t12 + n31 * t13;\n\n if (det === 0) {\n var msg = \"THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0\";\n\n if (throwOnDegenerate === true) {\n throw new Error(msg);\n } else {\n console.warn(msg);\n }\n\n return this.identity();\n }\n\n var detInv = 1 / det;\n te[0] = t11 * detInv;\n te[1] = (n31 * n23 - n33 * n21) * detInv;\n te[2] = (n32 * n21 - n31 * n22) * detInv;\n te[3] = t12 * detInv;\n te[4] = (n33 * n11 - n31 * n13) * detInv;\n te[5] = (n31 * n12 - n32 * n11) * detInv;\n te[6] = t13 * detInv;\n te[7] = (n21 * n13 - n23 * n11) * detInv;\n te[8] = (n22 * n11 - n21 * n12) * detInv;\n return this;\n },\n transpose: function transpose() {\n var tmp,\n m = this.elements;\n tmp = m[1];\n m[1] = m[3];\n m[3] = tmp;\n tmp = m[2];\n m[2] = m[6];\n m[6] = tmp;\n tmp = m[5];\n m[5] = m[7];\n m[7] = tmp;\n return this;\n },\n getNormalMatrix: function getNormalMatrix(matrix4) {\n return this.setFromMatrix4(matrix4).getInverse(this).transpose();\n },\n transposeIntoArray: function transposeIntoArray(r) {\n var m = this.elements;\n r[0] = m[0];\n r[1] = m[3];\n r[2] = m[6];\n r[3] = m[1];\n r[4] = m[4];\n r[5] = m[7];\n r[6] = m[2];\n r[7] = m[5];\n r[8] = m[8];\n return this;\n },\n setUvTransform: function setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {\n var c = Math.cos(rotation);\n var s = Math.sin(rotation);\n this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);\n },\n scale: function scale(sx, sy) {\n var te = this.elements;\n te[0] *= sx;\n te[3] *= sx;\n te[6] *= sx;\n te[1] *= sy;\n te[4] *= sy;\n te[7] *= sy;\n return this;\n },\n rotate: function rotate(theta) {\n var c = Math.cos(theta);\n var s = Math.sin(theta);\n var te = this.elements;\n var a11 = te[0],\n a12 = te[3],\n a13 = te[6];\n var a21 = te[1],\n a22 = te[4],\n a23 = te[7];\n te[0] = c * a11 + s * a21;\n te[3] = c * a12 + s * a22;\n te[6] = c * a13 + s * a23;\n te[1] = -s * a11 + c * a21;\n te[4] = -s * a12 + c * a22;\n te[7] = -s * a13 + c * a23;\n return this;\n },\n translate: function translate(tx, ty) {\n var te = this.elements;\n te[0] += tx * te[2];\n te[3] += tx * te[5];\n te[6] += tx * te[8];\n te[1] += ty * te[2];\n te[4] += ty * te[5];\n te[7] += ty * te[8];\n return this;\n },\n equals: function equals(matrix) {\n var te = this.elements;\n var me = matrix.elements;\n\n for (var i = 0; i < 9; i++) {\n if (te[i] !== me[i]) return false;\n }\n\n return true;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n\n for (var i = 0; i < 9; i++) {\n this.elements[i] = array[i + offset];\n }\n\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n var te = this.elements;\n array[offset] = te[0];\n array[offset + 1] = te[1];\n array[offset + 2] = te[2];\n array[offset + 3] = te[3];\n array[offset + 4] = te[4];\n array[offset + 5] = te[5];\n array[offset + 6] = te[6];\n array[offset + 7] = te[7];\n array[offset + 8] = te[8];\n return array;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar _canvas;\n\nvar ImageUtils = {\n getDataURL: function getDataURL(image) {\n var canvas;\n\n if (typeof HTMLCanvasElement == 'undefined') {\n return image.src;\n } else if (image instanceof HTMLCanvasElement) {\n canvas = image;\n } else {\n if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');\n _canvas.width = image.width;\n _canvas.height = image.height;\n\n var context = _canvas.getContext('2d');\n\n if (image instanceof ImageData) {\n context.putImageData(image, 0, 0);\n } else {\n context.drawImage(image, 0, 0, image.width, image.height);\n }\n\n canvas = _canvas;\n }\n\n if (canvas.width > 2048 || canvas.height > 2048) {\n return canvas.toDataURL('image/jpeg', 0.6);\n } else {\n return canvas.toDataURL('image/png');\n }\n }\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar textureId = 0;\n\nfunction Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {\n Object.defineProperty(this, 'id', {\n value: textureId++\n });\n this.uuid = _Math.generateUUID();\n this.name = '';\n this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n this.mipmaps = [];\n this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;\n this.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n this.format = format !== undefined ? format : RGBAFormat;\n this.type = type !== undefined ? type : UnsignedByteType;\n this.offset = new Vector2(0, 0);\n this.repeat = new Vector2(1, 1);\n this.center = new Vector2(0, 0);\n this.rotation = 0;\n this.matrixAutoUpdate = true;\n this.matrix = new Matrix3();\n this.generateMipmaps = true;\n this.premultiplyAlpha = false;\n this.flipY = true;\n this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n //\n // Also changing the encoding after already used by a Material will not automatically make the Material\n // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\n this.encoding = encoding !== undefined ? encoding : LinearEncoding;\n this.version = 0;\n this.onUpdate = null;\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Texture,\n isTexture: true,\n updateMatrix: function updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.name = source.name;\n this.image = source.image;\n this.mipmaps = source.mipmaps.slice(0);\n this.mapping = source.mapping;\n this.wrapS = source.wrapS;\n this.wrapT = source.wrapT;\n this.magFilter = source.magFilter;\n this.minFilter = source.minFilter;\n this.anisotropy = source.anisotropy;\n this.format = source.format;\n this.type = source.type;\n this.offset.copy(source.offset);\n this.repeat.copy(source.repeat);\n this.center.copy(source.center);\n this.rotation = source.rotation;\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n this.matrix.copy(source.matrix);\n this.generateMipmaps = source.generateMipmaps;\n this.premultiplyAlpha = source.premultiplyAlpha;\n this.flipY = source.flipY;\n this.unpackAlignment = source.unpackAlignment;\n this.encoding = source.encoding;\n return this;\n },\n toJSON: function toJSON(meta) {\n var isRootObject = meta === undefined || typeof meta === 'string';\n\n if (!isRootObject && meta.textures[this.uuid] !== undefined) {\n return meta.textures[this.uuid];\n }\n\n var output = {\n metadata: {\n version: 4.5,\n type: 'Texture',\n generator: 'Texture.toJSON'\n },\n uuid: this.uuid,\n name: this.name,\n mapping: this.mapping,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n type: this.type,\n encoding: this.encoding,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n\n if (this.image !== undefined) {\n // TODO: Move to THREE.Image\n var image = this.image;\n\n if (image.uuid === undefined) {\n image.uuid = _Math.generateUUID(); // UGH\n }\n\n if (!isRootObject && meta.images[image.uuid] === undefined) {\n var url;\n\n if (Array.isArray(image)) {\n // process array of images e.g. CubeTexture\n url = [];\n\n for (var i = 0, l = image.length; i < l; i++) {\n url.push(ImageUtils.getDataURL(image[i]));\n }\n } else {\n // process single image\n url = ImageUtils.getDataURL(image);\n }\n\n meta.images[image.uuid] = {\n uuid: image.uuid,\n url: url\n };\n }\n\n output.image = image.uuid;\n }\n\n if (!isRootObject) {\n meta.textures[this.uuid] = output;\n }\n\n return output;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n },\n transformUv: function transformUv(uv) {\n if (this.mapping !== UVMapping) return uv;\n uv.applyMatrix3(this.matrix);\n\n if (uv.x < 0 || uv.x > 1) {\n switch (this.wrapS) {\n case RepeatWrapping:\n uv.x = uv.x - Math.floor(uv.x);\n break;\n\n case ClampToEdgeWrapping:\n uv.x = uv.x < 0 ? 0 : 1;\n break;\n\n case MirroredRepeatWrapping:\n if (Math.abs(Math.floor(uv.x) % 2) === 1) {\n uv.x = Math.ceil(uv.x) - uv.x;\n } else {\n uv.x = uv.x - Math.floor(uv.x);\n }\n\n break;\n }\n }\n\n if (uv.y < 0 || uv.y > 1) {\n switch (this.wrapT) {\n case RepeatWrapping:\n uv.y = uv.y - Math.floor(uv.y);\n break;\n\n case ClampToEdgeWrapping:\n uv.y = uv.y < 0 ? 0 : 1;\n break;\n\n case MirroredRepeatWrapping:\n if (Math.abs(Math.floor(uv.y) % 2) === 1) {\n uv.y = Math.ceil(uv.y) - uv.y;\n } else {\n uv.y = uv.y - Math.floor(uv.y);\n }\n\n break;\n }\n }\n\n if (this.flipY) {\n uv.y = 1 - uv.y;\n }\n\n return uv;\n }\n});\nObject.defineProperty(Texture.prototype, \"needsUpdate\", {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector4(x, y, z, w) {\n this.x = x || 0;\n this.y = y || 0;\n this.z = z || 0;\n this.w = w !== undefined ? w : 1;\n}\n\nObject.assign(Vector4.prototype, {\n isVector4: true,\n set: function set(x, y, z, w) {\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n return this;\n },\n setScalar: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n this.z = scalar;\n this.w = scalar;\n return this;\n },\n setX: function setX(x) {\n this.x = x;\n return this;\n },\n setY: function setY(y) {\n this.y = y;\n return this;\n },\n setZ: function setZ(z) {\n this.z = z;\n return this;\n },\n setW: function setW(w) {\n this.w = w;\n return this;\n },\n setComponent: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n case 2:\n this.z = value;\n break;\n\n case 3:\n this.w = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n },\n getComponent: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n case 2:\n return this.z;\n\n case 3:\n return this.w;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n },\n clone: function clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n },\n copy: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n this.z = v.z;\n this.w = v.w !== undefined ? v.w : 1;\n return this;\n },\n add: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n this.z += v.z;\n this.w += v.w;\n return this;\n },\n addScalar: function addScalar(s) {\n this.x += s;\n this.y += s;\n this.z += s;\n this.w += s;\n return this;\n },\n addVectors: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n this.z = a.z + b.z;\n this.w = a.w + b.w;\n return this;\n },\n addScaledVector: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n this.z += v.z * s;\n this.w += v.w * s;\n return this;\n },\n sub: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n this.z -= v.z;\n this.w -= v.w;\n return this;\n },\n subScalar: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n this.z -= s;\n this.w -= s;\n return this;\n },\n subVectors: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n this.z = a.z - b.z;\n this.w = a.w - b.w;\n return this;\n },\n multiplyScalar: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n this.z *= scalar;\n this.w *= scalar;\n return this;\n },\n applyMatrix4: function applyMatrix4(m) {\n var x = this.x,\n y = this.y,\n z = this.z,\n w = this.w;\n var e = m.elements;\n this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;\n this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;\n this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;\n this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;\n return this;\n },\n divideScalar: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n },\n setAxisAngleFromQuaternion: function setAxisAngleFromQuaternion(q) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n // q is assumed to be normalized\n this.w = 2 * Math.acos(q.w);\n var s = Math.sqrt(1 - q.w * q.w);\n\n if (s < 0.0001) {\n this.x = 1;\n this.y = 0;\n this.z = 0;\n } else {\n this.x = q.x / s;\n this.y = q.y / s;\n this.z = q.z / s;\n }\n\n return this;\n },\n setAxisAngleFromRotationMatrix: function setAxisAngleFromRotationMatrix(m) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n var angle,\n x,\n y,\n z,\n // variables for result\n epsilon = 0.01,\n // margin to allow for rounding errors\n epsilon2 = 0.1,\n // margin to distinguish between 0 and 180 degrees\n te = m.elements,\n m11 = te[0],\n m12 = te[4],\n m13 = te[8],\n m21 = te[1],\n m22 = te[5],\n m23 = te[9],\n m31 = te[2],\n m32 = te[6],\n m33 = te[10];\n\n if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {\n // singularity found\n // first check for identity matrix which must have +1 for all terms\n // in leading diagonal and zero in other terms\n if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {\n // this singularity is identity matrix so angle = 0\n this.set(1, 0, 0, 0);\n return this; // zero angle, arbitrary axis\n } // otherwise this singularity is angle = 180\n\n\n angle = Math.PI;\n var xx = (m11 + 1) / 2;\n var yy = (m22 + 1) / 2;\n var zz = (m33 + 1) / 2;\n var xy = (m12 + m21) / 4;\n var xz = (m13 + m31) / 4;\n var yz = (m23 + m32) / 4;\n\n if (xx > yy && xx > zz) {\n // m11 is the largest diagonal term\n if (xx < epsilon) {\n x = 0;\n y = 0.707106781;\n z = 0.707106781;\n } else {\n x = Math.sqrt(xx);\n y = xy / x;\n z = xz / x;\n }\n } else if (yy > zz) {\n // m22 is the largest diagonal term\n if (yy < epsilon) {\n x = 0.707106781;\n y = 0;\n z = 0.707106781;\n } else {\n y = Math.sqrt(yy);\n x = xy / y;\n z = yz / y;\n }\n } else {\n // m33 is the largest diagonal term so base result on this\n if (zz < epsilon) {\n x = 0.707106781;\n y = 0.707106781;\n z = 0;\n } else {\n z = Math.sqrt(zz);\n x = xz / z;\n y = yz / z;\n }\n }\n\n this.set(x, y, z, angle);\n return this; // return 180 deg rotation\n } // as we have reached here there are no singularities so we can handle normally\n\n\n var s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize\n\n if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be\n // caught by singularity test above, but I've left it in just in case\n\n this.x = (m32 - m23) / s;\n this.y = (m13 - m31) / s;\n this.z = (m21 - m12) / s;\n this.w = Math.acos((m11 + m22 + m33 - 1) / 2);\n return this;\n },\n min: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n this.z = Math.min(this.z, v.z);\n this.w = Math.min(this.w, v.w);\n return this;\n },\n max: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n this.z = Math.max(this.z, v.z);\n this.w = Math.max(this.w, v.w);\n return this;\n },\n clamp: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n this.z = Math.max(min.z, Math.min(max.z, this.z));\n this.w = Math.max(min.w, Math.min(max.w, this.w));\n return this;\n },\n clampScalar: function () {\n var min, max;\n return function clampScalar(minVal, maxVal) {\n if (min === undefined) {\n min = new Vector4();\n max = new Vector4();\n }\n\n min.set(minVal, minVal, minVal, minVal);\n max.set(maxVal, maxVal, maxVal, maxVal);\n return this.clamp(min, max);\n };\n }(),\n clampLength: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n },\n floor: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n this.z = Math.floor(this.z);\n this.w = Math.floor(this.w);\n return this;\n },\n ceil: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n this.z = Math.ceil(this.z);\n this.w = Math.ceil(this.w);\n return this;\n },\n round: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n this.z = Math.round(this.z);\n this.w = Math.round(this.w);\n return this;\n },\n roundToZero: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);\n return this;\n },\n negate: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n this.z = -this.z;\n this.w = -this.w;\n return this;\n },\n dot: function dot(v) {\n return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n },\n lengthSq: function lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n },\n length: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n },\n manhattanLength: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n },\n normalize: function normalize() {\n return this.divideScalar(this.length() || 1);\n },\n setLength: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n },\n lerp: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n this.z += (v.z - this.z) * alpha;\n this.w += (v.w - this.w) * alpha;\n return this;\n },\n lerpVectors: function lerpVectors(v1, v2, alpha) {\n return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);\n },\n equals: function equals(v) {\n return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n this.z = array[offset + 2];\n this.w = array[offset + 3];\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n array[offset + 2] = this.z;\n array[offset + 3] = this.w;\n return array;\n },\n fromBufferAttribute: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n this.z = attribute.getZ(index);\n this.w = attribute.getW(index);\n return this;\n }\n});\n/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\n */\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\n\nfunction WebGLRenderTarget(width, height, options) {\n this.width = width;\n this.height = height;\n this.scissor = new Vector4(0, 0, width, height);\n this.scissorTest = false;\n this.viewport = new Vector4(0, 0, width, height);\n options = options || {};\n this.texture = new Texture(undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);\n this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;\n this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n}\n\nWebGLRenderTarget.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: WebGLRenderTarget,\n isWebGLRenderTarget: true,\n setSize: function setSize(width, height) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this.dispose();\n }\n\n this.viewport.set(0, 0, width, height);\n this.scissor.set(0, 0, width, height);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.width = source.width;\n this.height = source.height;\n this.viewport.copy(source.viewport);\n this.texture = source.texture.clone();\n this.depthBuffer = source.depthBuffer;\n this.stencilBuffer = source.stencilBuffer;\n this.depthTexture = source.depthTexture;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com\n */\n\nfunction WebGLRenderTargetCube(width, height, options) {\n WebGLRenderTarget.call(this, width, height, options);\n this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5\n\n this.activeMipMapLevel = 0;\n}\n\nWebGLRenderTargetCube.prototype = Object.create(WebGLRenderTarget.prototype);\nWebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;\nWebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DataTexture(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.image = {\n data: data,\n width: width,\n height: height\n };\n this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n this.generateMipmaps = false;\n this.flipY = false;\n this.unpackAlignment = 1;\n}\n\nDataTexture.prototype = Object.create(Texture.prototype);\nDataTexture.prototype.constructor = DataTexture;\nDataTexture.prototype.isDataTexture = true;\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3(min, max) {\n this.min = min !== undefined ? min : new Vector3(+Infinity, +Infinity, +Infinity);\n this.max = max !== undefined ? max : new Vector3(-Infinity, -Infinity, -Infinity);\n}\n\nObject.assign(Box3.prototype, {\n isBox3: true,\n set: function set(min, max) {\n this.min.copy(min);\n this.max.copy(max);\n return this;\n },\n setFromArray: function setFromArray(array) {\n var minX = +Infinity;\n var minY = +Infinity;\n var minZ = +Infinity;\n var maxX = -Infinity;\n var maxY = -Infinity;\n var maxZ = -Infinity;\n\n for (var i = 0, l = array.length; i < l; i += 3) {\n var x = array[i];\n var y = array[i + 1];\n var z = array[i + 2];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (z < minZ) minZ = z;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n if (z > maxZ) maxZ = z;\n }\n\n this.min.set(minX, minY, minZ);\n this.max.set(maxX, maxY, maxZ);\n return this;\n },\n setFromBufferAttribute: function setFromBufferAttribute(attribute) {\n var minX = +Infinity;\n var minY = +Infinity;\n var minZ = +Infinity;\n var maxX = -Infinity;\n var maxY = -Infinity;\n var maxZ = -Infinity;\n\n for (var i = 0, l = attribute.count; i < l; i++) {\n var x = attribute.getX(i);\n var y = attribute.getY(i);\n var z = attribute.getZ(i);\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (z < minZ) minZ = z;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n if (z > maxZ) maxZ = z;\n }\n\n this.min.set(minX, minY, minZ);\n this.max.set(maxX, maxY, maxZ);\n return this;\n },\n setFromPoints: function setFromPoints(points) {\n this.makeEmpty();\n\n for (var i = 0, il = points.length; i < il; i++) {\n this.expandByPoint(points[i]);\n }\n\n return this;\n },\n setFromCenterAndSize: function () {\n var v1 = new Vector3();\n return function setFromCenterAndSize(center, size) {\n var halfSize = v1.copy(size).multiplyScalar(0.5);\n this.min.copy(center).sub(halfSize);\n this.max.copy(center).add(halfSize);\n return this;\n };\n }(),\n setFromObject: function setFromObject(object) {\n this.makeEmpty();\n return this.expandByObject(object);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(box) {\n this.min.copy(box.min);\n this.max.copy(box.max);\n return this;\n },\n makeEmpty: function makeEmpty() {\n this.min.x = this.min.y = this.min.z = +Infinity;\n this.max.x = this.max.y = this.max.z = -Infinity;\n return this;\n },\n isEmpty: function isEmpty() {\n // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n },\n getCenter: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .getCenter() target is now required');\n target = new Vector3();\n }\n\n return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n },\n getSize: function getSize(target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .getSize() target is now required');\n target = new Vector3();\n }\n\n return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);\n },\n expandByPoint: function expandByPoint(point) {\n this.min.min(point);\n this.max.max(point);\n return this;\n },\n expandByVector: function expandByVector(vector) {\n this.min.sub(vector);\n this.max.add(vector);\n return this;\n },\n expandByScalar: function expandByScalar(scalar) {\n this.min.addScalar(-scalar);\n this.max.addScalar(scalar);\n return this;\n },\n expandByObject: function () {\n // Computes the world-axis-aligned bounding box of an object (including its children),\n // accounting for both the object's, and children's, world transforms\n var scope, i, l;\n var v1 = new Vector3();\n\n function traverse(node) {\n var geometry = node.geometry;\n\n if (geometry !== undefined) {\n if (geometry.isGeometry) {\n var vertices = geometry.vertices;\n\n for (i = 0, l = vertices.length; i < l; i++) {\n v1.copy(vertices[i]);\n v1.applyMatrix4(node.matrixWorld);\n scope.expandByPoint(v1);\n }\n } else if (geometry.isBufferGeometry) {\n var attribute = geometry.attributes.position;\n\n if (attribute !== undefined) {\n for (i = 0, l = attribute.count; i < l; i++) {\n v1.fromBufferAttribute(attribute, i).applyMatrix4(node.matrixWorld);\n scope.expandByPoint(v1);\n }\n }\n }\n }\n }\n\n return function expandByObject(object) {\n scope = this;\n object.updateMatrixWorld(true);\n object.traverse(traverse);\n return this;\n };\n }(),\n containsPoint: function containsPoint(point) {\n return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;\n },\n containsBox: function containsBox(box) {\n return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;\n },\n getParameter: function getParameter(point, target) {\n // This can potentially have a divide by zero if the box\n // has a size dimension of 0.\n if (target === undefined) {\n console.warn('THREE.Box3: .getParameter() target is now required');\n target = new Vector3();\n }\n\n return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));\n },\n intersectsBox: function intersectsBox(box) {\n // using 6 splitting planes to rule out intersections.\n return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n },\n intersectsSphere: function () {\n var closestPoint = new Vector3();\n return function intersectsSphere(sphere) {\n // Find the point on the AABB closest to the sphere center.\n this.clampPoint(sphere.center, closestPoint); // If that point is inside the sphere, the AABB and sphere intersect.\n\n return closestPoint.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;\n };\n }(),\n intersectsPlane: function intersectsPlane(plane) {\n // We compute the minimum and maximum dot product values. If those values\n // are on the same side (back or front) of the plane, then there is no intersection.\n var min, max;\n\n if (plane.normal.x > 0) {\n min = plane.normal.x * this.min.x;\n max = plane.normal.x * this.max.x;\n } else {\n min = plane.normal.x * this.max.x;\n max = plane.normal.x * this.min.x;\n }\n\n if (plane.normal.y > 0) {\n min += plane.normal.y * this.min.y;\n max += plane.normal.y * this.max.y;\n } else {\n min += plane.normal.y * this.max.y;\n max += plane.normal.y * this.min.y;\n }\n\n if (plane.normal.z > 0) {\n min += plane.normal.z * this.min.z;\n max += plane.normal.z * this.max.z;\n } else {\n min += plane.normal.z * this.max.z;\n max += plane.normal.z * this.min.z;\n }\n\n return min <= -plane.constant && max >= -plane.constant;\n },\n intersectsTriangle: function () {\n // triangle centered vertices\n var v0 = new Vector3();\n var v1 = new Vector3();\n var v2 = new Vector3(); // triangle edge vectors\n\n var f0 = new Vector3();\n var f1 = new Vector3();\n var f2 = new Vector3();\n var testAxis = new Vector3();\n var center = new Vector3();\n var extents = new Vector3();\n var triangleNormal = new Vector3();\n\n function satForAxes(axes) {\n var i, j;\n\n for (i = 0, j = axes.length - 3; i <= j; i += 3) {\n testAxis.fromArray(axes, i); // project the aabb onto the seperating axis\n\n var r = extents.x * Math.abs(testAxis.x) + extents.y * Math.abs(testAxis.y) + extents.z * Math.abs(testAxis.z); // project all 3 vertices of the triangle onto the seperating axis\n\n var p0 = v0.dot(testAxis);\n var p1 = v1.dot(testAxis);\n var p2 = v2.dot(testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r\n\n if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {\n // points of the projected triangle are outside the projected half-length of the aabb\n // the axis is seperating and we can exit\n return false;\n }\n }\n\n return true;\n }\n\n return function intersectsTriangle(triangle) {\n if (this.isEmpty()) {\n return false;\n } // compute box center and extents\n\n\n this.getCenter(center);\n extents.subVectors(this.max, center); // translate triangle to aabb origin\n\n v0.subVectors(triangle.a, center);\n v1.subVectors(triangle.b, center);\n v2.subVectors(triangle.c, center); // compute edge vectors for triangle\n\n f0.subVectors(v1, v0);\n f1.subVectors(v2, v1);\n f2.subVectors(v0, v2); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\n var axes = [0, -f0.z, f0.y, 0, -f1.z, f1.y, 0, -f2.z, f2.y, f0.z, 0, -f0.x, f1.z, 0, -f1.x, f2.z, 0, -f2.x, -f0.y, f0.x, 0, -f1.y, f1.x, 0, -f2.y, f2.x, 0];\n\n if (!satForAxes(axes)) {\n return false;\n } // test 3 face normals from the aabb\n\n\n axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n\n if (!satForAxes(axes)) {\n return false;\n } // finally testing the face normal of the triangle\n // use already existing triangle edge vectors here\n\n\n triangleNormal.crossVectors(f0, f1);\n axes = [triangleNormal.x, triangleNormal.y, triangleNormal.z];\n return satForAxes(axes);\n };\n }(),\n clampPoint: function clampPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .clampPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(point).clamp(this.min, this.max);\n },\n distanceToPoint: function () {\n var v1 = new Vector3();\n return function distanceToPoint(point) {\n var clampedPoint = v1.copy(point).clamp(this.min, this.max);\n return clampedPoint.sub(point).length();\n };\n }(),\n getBoundingSphere: function () {\n var v1 = new Vector3();\n return function getBoundingSphere(target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .getBoundingSphere() target is now required');\n target = new Sphere();\n }\n\n this.getCenter(target.center);\n target.radius = this.getSize(v1).length() * 0.5;\n return target;\n };\n }(),\n intersect: function intersect(box) {\n this.min.max(box.min);\n this.max.min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\n if (this.isEmpty()) this.makeEmpty();\n return this;\n },\n union: function union(box) {\n this.min.min(box.min);\n this.max.max(box.max);\n return this;\n },\n applyMatrix4: function () {\n var points = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\n return function applyMatrix4(matrix) {\n // transform of empty box is an empty box.\n if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\n points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000\n\n points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001\n\n points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010\n\n points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011\n\n points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100\n\n points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101\n\n points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110\n\n points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111\n\n this.setFromPoints(points);\n return this;\n };\n }(),\n translate: function translate(offset) {\n this.min.add(offset);\n this.max.add(offset);\n return this;\n },\n equals: function equals(box) {\n return box.min.equals(this.min) && box.max.equals(this.max);\n }\n});\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Sphere(center, radius) {\n this.center = center !== undefined ? center : new Vector3();\n this.radius = radius !== undefined ? radius : 0;\n}\n\nObject.assign(Sphere.prototype, {\n set: function set(center, radius) {\n this.center.copy(center);\n this.radius = radius;\n return this;\n },\n setFromPoints: function () {\n var box = new Box3();\n return function setFromPoints(points, optionalCenter) {\n var center = this.center;\n\n if (optionalCenter !== undefined) {\n center.copy(optionalCenter);\n } else {\n box.setFromPoints(points).getCenter(center);\n }\n\n var maxRadiusSq = 0;\n\n for (var i = 0, il = points.length; i < il; i++) {\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));\n }\n\n this.radius = Math.sqrt(maxRadiusSq);\n return this;\n };\n }(),\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(sphere) {\n this.center.copy(sphere.center);\n this.radius = sphere.radius;\n return this;\n },\n empty: function empty() {\n return this.radius <= 0;\n },\n containsPoint: function containsPoint(point) {\n return point.distanceToSquared(this.center) <= this.radius * this.radius;\n },\n distanceToPoint: function distanceToPoint(point) {\n return point.distanceTo(this.center) - this.radius;\n },\n intersectsSphere: function intersectsSphere(sphere) {\n var radiusSum = this.radius + sphere.radius;\n return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;\n },\n intersectsBox: function intersectsBox(box) {\n return box.intersectsSphere(this);\n },\n intersectsPlane: function intersectsPlane(plane) {\n return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;\n },\n clampPoint: function clampPoint(point, target) {\n var deltaLengthSq = this.center.distanceToSquared(point);\n\n if (target === undefined) {\n console.warn('THREE.Sphere: .clampPoint() target is now required');\n target = new Vector3();\n }\n\n target.copy(point);\n\n if (deltaLengthSq > this.radius * this.radius) {\n target.sub(this.center).normalize();\n target.multiplyScalar(this.radius).add(this.center);\n }\n\n return target;\n },\n getBoundingBox: function getBoundingBox(target) {\n if (target === undefined) {\n console.warn('THREE.Sphere: .getBoundingBox() target is now required');\n target = new Box3();\n }\n\n target.set(this.center, this.center);\n target.expandByScalar(this.radius);\n return target;\n },\n applyMatrix4: function applyMatrix4(matrix) {\n this.center.applyMatrix4(matrix);\n this.radius = this.radius * matrix.getMaxScaleOnAxis();\n return this;\n },\n translate: function translate(offset) {\n this.center.add(offset);\n return this;\n },\n equals: function equals(sphere) {\n return sphere.center.equals(this.center) && sphere.radius === this.radius;\n }\n});\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Plane(normal, constant) {\n // normal is assumed to be normalized\n this.normal = normal !== undefined ? normal : new Vector3(1, 0, 0);\n this.constant = constant !== undefined ? constant : 0;\n}\n\nObject.assign(Plane.prototype, {\n set: function set(normal, constant) {\n this.normal.copy(normal);\n this.constant = constant;\n return this;\n },\n setComponents: function setComponents(x, y, z, w) {\n this.normal.set(x, y, z);\n this.constant = w;\n return this;\n },\n setFromNormalAndCoplanarPoint: function setFromNormalAndCoplanarPoint(normal, point) {\n this.normal.copy(normal);\n this.constant = -point.dot(this.normal);\n return this;\n },\n setFromCoplanarPoints: function () {\n var v1 = new Vector3();\n var v2 = new Vector3();\n return function setFromCoplanarPoints(a, b, c) {\n var normal = v1.subVectors(c, b).cross(v2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n this.setFromNormalAndCoplanarPoint(normal, a);\n return this;\n };\n }(),\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(plane) {\n this.normal.copy(plane.normal);\n this.constant = plane.constant;\n return this;\n },\n normalize: function normalize() {\n // Note: will lead to a divide by zero if the plane is invalid.\n var inverseNormalLength = 1.0 / this.normal.length();\n this.normal.multiplyScalar(inverseNormalLength);\n this.constant *= inverseNormalLength;\n return this;\n },\n negate: function negate() {\n this.constant *= -1;\n this.normal.negate();\n return this;\n },\n distanceToPoint: function distanceToPoint(point) {\n return this.normal.dot(point) + this.constant;\n },\n distanceToSphere: function distanceToSphere(sphere) {\n return this.distanceToPoint(sphere.center) - sphere.radius;\n },\n projectPoint: function projectPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .projectPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);\n },\n intersectLine: function () {\n var v1 = new Vector3();\n return function intersectLine(line, target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .intersectLine() target is now required');\n target = new Vector3();\n }\n\n var direction = line.delta(v1);\n var denominator = this.normal.dot(direction);\n\n if (denominator === 0) {\n // line is coplanar, return origin\n if (this.distanceToPoint(line.start) === 0) {\n return target.copy(line.start);\n } // Unsure if this is the correct method to handle this case.\n\n\n return undefined;\n }\n\n var t = -(line.start.dot(this.normal) + this.constant) / denominator;\n\n if (t < 0 || t > 1) {\n return undefined;\n }\n\n return target.copy(direction).multiplyScalar(t).add(line.start);\n };\n }(),\n intersectsLine: function intersectsLine(line) {\n // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n var startSign = this.distanceToPoint(line.start);\n var endSign = this.distanceToPoint(line.end);\n return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;\n },\n intersectsBox: function intersectsBox(box) {\n return box.intersectsPlane(this);\n },\n intersectsSphere: function intersectsSphere(sphere) {\n return sphere.intersectsPlane(this);\n },\n coplanarPoint: function coplanarPoint(target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .coplanarPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.normal).multiplyScalar(-this.constant);\n },\n applyMatrix4: function () {\n var v1 = new Vector3();\n var m1 = new Matrix3();\n return function applyMatrix4(matrix, optionalNormalMatrix) {\n var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix(matrix);\n var referencePoint = this.coplanarPoint(v1).applyMatrix4(matrix);\n var normal = this.normal.applyMatrix3(normalMatrix).normalize();\n this.constant = -referencePoint.dot(normal);\n return this;\n };\n }(),\n translate: function translate(offset) {\n this.constant -= offset.dot(this.normal);\n return this;\n },\n equals: function equals(plane) {\n return plane.normal.equals(this.normal) && plane.constant === this.constant;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / http://clara.io\n */\n\nfunction Frustum(p0, p1, p2, p3, p4, p5) {\n this.planes = [p0 !== undefined ? p0 : new Plane(), p1 !== undefined ? p1 : new Plane(), p2 !== undefined ? p2 : new Plane(), p3 !== undefined ? p3 : new Plane(), p4 !== undefined ? p4 : new Plane(), p5 !== undefined ? p5 : new Plane()];\n}\n\nObject.assign(Frustum.prototype, {\n set: function set(p0, p1, p2, p3, p4, p5) {\n var planes = this.planes;\n planes[0].copy(p0);\n planes[1].copy(p1);\n planes[2].copy(p2);\n planes[3].copy(p3);\n planes[4].copy(p4);\n planes[5].copy(p5);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(frustum) {\n var planes = this.planes;\n\n for (var i = 0; i < 6; i++) {\n planes[i].copy(frustum.planes[i]);\n }\n\n return this;\n },\n setFromMatrix: function setFromMatrix(m) {\n var planes = this.planes;\n var me = m.elements;\n var me0 = me[0],\n me1 = me[1],\n me2 = me[2],\n me3 = me[3];\n var me4 = me[4],\n me5 = me[5],\n me6 = me[6],\n me7 = me[7];\n var me8 = me[8],\n me9 = me[9],\n me10 = me[10],\n me11 = me[11];\n var me12 = me[12],\n me13 = me[13],\n me14 = me[14],\n me15 = me[15];\n planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();\n planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();\n planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();\n planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();\n planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();\n planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();\n return this;\n },\n intersectsObject: function () {\n var sphere = new Sphere();\n return function intersectsObject(object) {\n var geometry = object.geometry;\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n sphere.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);\n return this.intersectsSphere(sphere);\n };\n }(),\n intersectsSprite: function () {\n var sphere = new Sphere();\n return function intersectsSprite(sprite) {\n sphere.center.set(0, 0, 0);\n sphere.radius = 0.7071067811865476;\n sphere.applyMatrix4(sprite.matrixWorld);\n return this.intersectsSphere(sphere);\n };\n }(),\n intersectsSphere: function intersectsSphere(sphere) {\n var planes = this.planes;\n var center = sphere.center;\n var negRadius = -sphere.radius;\n\n for (var i = 0; i < 6; i++) {\n var distance = planes[i].distanceToPoint(center);\n\n if (distance < negRadius) {\n return false;\n }\n }\n\n return true;\n },\n intersectsBox: function () {\n var p = new Vector3();\n return function intersectsBox(box) {\n var planes = this.planes;\n\n for (var i = 0; i < 6; i++) {\n var plane = planes[i]; // corner at max distance\n\n p.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n p.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n p.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n if (plane.distanceToPoint(p) < 0) {\n return false;\n }\n }\n\n return true;\n };\n }(),\n containsPoint: function containsPoint(point) {\n var planes = this.planes;\n\n for (var i = 0; i < 6; i++) {\n if (planes[i].distanceToPoint(point) < 0) {\n return false;\n }\n }\n\n return true;\n }\n});\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\";\nvar bsdfs = \"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\";\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\";\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\";\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\nvar color_pars_vertex = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\nvar color_vertex = \"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";\nvar common = \"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\";\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\";\nvar defaultnormal_vertex = \"vec3 transformedNormal = normalMatrix * objectNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\";\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\";\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = min( floor( D ) / 255.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\nvar envmap_pars_fragment = \"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntensity;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = -mvPosition.z;\\n#endif\";\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\nvar gradientmap_pars_fragment = \"#ifdef TOON\\n\\tuniform sampler2D gradientMap;\\n\\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\t\\tfloat dotNL = dot( normal, lightDirection );\\n\\t\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t\\t#ifdef USE_GRADIENTMAP\\n\\t\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\";\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\";\nvar lights_pars_begin = \"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t\\tfloat shadowCameraNear;\\n\\t\\tfloat shadowCameraFar;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifdef TOON\\n\\t\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#else\\n\\t\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\t\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#endif\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\";\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n#endif\";\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\\n\\t#ifndef STANDARD\\n\\t\\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\\n\\t#endif\\n#endif\";\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\";\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n#endif\";\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\tgl_Position.z *= gl_Position.w;\\n\\t#endif\\n#endif\";\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\nvar map_particle_fragment = \"#ifdef USE_MAP\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\";\nvar map_particle_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform mat3 uvTransform;\\n\\tuniform sampler2D map;\\n#endif\";\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\";\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n#endif\";\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP\\n\\t#ifdef OBJECTSPACE_NORMALMAP\\n\\t\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\t#ifdef FLIP_SIDED\\n\\t\\t\\tnormal = - normal;\\n\\t\\t#endif\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\tnormal = normalize( normalMatrix * normal );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\t#ifdef OBJECTSPACE_NORMALMAP\\n\\t\\tuniform mat3 normalMatrix;\\n\\t#else\\n\\t\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\n\\t\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\t\\tmapN.xy *= normalScale;\\n\\t\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\treturn normalize( tsn * mapN );\\n\\t\\t}\\n\\t#endif\\n#endif\";\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\nvar project_vertex = \"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\ngl_Position = projectionMatrix * mvPosition;\";\nvar dithering_fragment = \"#if defined( DITHERING )\\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\nvar dithering_pars_fragment = \"#if defined( DITHERING )\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\";\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\";\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n#endif\";\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n\\t#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\\n}\";\nvar uv_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\";\nvar uv_pars_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\";\nvar uv_vertex = \"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n#endif\";\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\";\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n#endif\";\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\nvar cube_frag = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\";\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphysical_frag = \"#define PHYSICAL\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifndef STANDARD\\n\\tuniform float clearCoat;\\n\\tuniform float clearCoatRoughness;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphysical_vert = \"#define PHYSICAL\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n}\";\nvar shadow_vert = \"#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar ShaderChunk = {\n alphamap_fragment: alphamap_fragment,\n alphamap_pars_fragment: alphamap_pars_fragment,\n alphatest_fragment: alphatest_fragment,\n aomap_fragment: aomap_fragment,\n aomap_pars_fragment: aomap_pars_fragment,\n begin_vertex: begin_vertex,\n beginnormal_vertex: beginnormal_vertex,\n bsdfs: bsdfs,\n bumpmap_pars_fragment: bumpmap_pars_fragment,\n clipping_planes_fragment: clipping_planes_fragment,\n clipping_planes_pars_fragment: clipping_planes_pars_fragment,\n clipping_planes_pars_vertex: clipping_planes_pars_vertex,\n clipping_planes_vertex: clipping_planes_vertex,\n color_fragment: color_fragment,\n color_pars_fragment: color_pars_fragment,\n color_pars_vertex: color_pars_vertex,\n color_vertex: color_vertex,\n common: common,\n cube_uv_reflection_fragment: cube_uv_reflection_fragment,\n defaultnormal_vertex: defaultnormal_vertex,\n displacementmap_pars_vertex: displacementmap_pars_vertex,\n displacementmap_vertex: displacementmap_vertex,\n emissivemap_fragment: emissivemap_fragment,\n emissivemap_pars_fragment: emissivemap_pars_fragment,\n encodings_fragment: encodings_fragment,\n encodings_pars_fragment: encodings_pars_fragment,\n envmap_fragment: envmap_fragment,\n envmap_pars_fragment: envmap_pars_fragment,\n envmap_pars_vertex: envmap_pars_vertex,\n envmap_physical_pars_fragment: envmap_physical_pars_fragment,\n envmap_vertex: envmap_vertex,\n fog_vertex: fog_vertex,\n fog_pars_vertex: fog_pars_vertex,\n fog_fragment: fog_fragment,\n fog_pars_fragment: fog_pars_fragment,\n gradientmap_pars_fragment: gradientmap_pars_fragment,\n lightmap_fragment: lightmap_fragment,\n lightmap_pars_fragment: lightmap_pars_fragment,\n lights_lambert_vertex: lights_lambert_vertex,\n lights_pars_begin: lights_pars_begin,\n lights_phong_fragment: lights_phong_fragment,\n lights_phong_pars_fragment: lights_phong_pars_fragment,\n lights_physical_fragment: lights_physical_fragment,\n lights_physical_pars_fragment: lights_physical_pars_fragment,\n lights_fragment_begin: lights_fragment_begin,\n lights_fragment_maps: lights_fragment_maps,\n lights_fragment_end: lights_fragment_end,\n logdepthbuf_fragment: logdepthbuf_fragment,\n logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n logdepthbuf_vertex: logdepthbuf_vertex,\n map_fragment: map_fragment,\n map_pars_fragment: map_pars_fragment,\n map_particle_fragment: map_particle_fragment,\n map_particle_pars_fragment: map_particle_pars_fragment,\n metalnessmap_fragment: metalnessmap_fragment,\n metalnessmap_pars_fragment: metalnessmap_pars_fragment,\n morphnormal_vertex: morphnormal_vertex,\n morphtarget_pars_vertex: morphtarget_pars_vertex,\n morphtarget_vertex: morphtarget_vertex,\n normal_fragment_begin: normal_fragment_begin,\n normal_fragment_maps: normal_fragment_maps,\n normalmap_pars_fragment: normalmap_pars_fragment,\n packing: packing,\n premultiplied_alpha_fragment: premultiplied_alpha_fragment,\n project_vertex: project_vertex,\n dithering_fragment: dithering_fragment,\n dithering_pars_fragment: dithering_pars_fragment,\n roughnessmap_fragment: roughnessmap_fragment,\n roughnessmap_pars_fragment: roughnessmap_pars_fragment,\n shadowmap_pars_fragment: shadowmap_pars_fragment,\n shadowmap_pars_vertex: shadowmap_pars_vertex,\n shadowmap_vertex: shadowmap_vertex,\n shadowmask_pars_fragment: shadowmask_pars_fragment,\n skinbase_vertex: skinbase_vertex,\n skinning_pars_vertex: skinning_pars_vertex,\n skinning_vertex: skinning_vertex,\n skinnormal_vertex: skinnormal_vertex,\n specularmap_fragment: specularmap_fragment,\n specularmap_pars_fragment: specularmap_pars_fragment,\n tonemapping_fragment: tonemapping_fragment,\n tonemapping_pars_fragment: tonemapping_pars_fragment,\n uv_pars_fragment: uv_pars_fragment,\n uv_pars_vertex: uv_pars_vertex,\n uv_vertex: uv_vertex,\n uv2_pars_fragment: uv2_pars_fragment,\n uv2_pars_vertex: uv2_pars_vertex,\n uv2_vertex: uv2_vertex,\n worldpos_vertex: worldpos_vertex,\n background_frag: background_frag,\n background_vert: background_vert,\n cube_frag: cube_frag,\n cube_vert: cube_vert,\n depth_frag: depth_frag,\n depth_vert: depth_vert,\n distanceRGBA_frag: distanceRGBA_frag,\n distanceRGBA_vert: distanceRGBA_vert,\n equirect_frag: equirect_frag,\n equirect_vert: equirect_vert,\n linedashed_frag: linedashed_frag,\n linedashed_vert: linedashed_vert,\n meshbasic_frag: meshbasic_frag,\n meshbasic_vert: meshbasic_vert,\n meshlambert_frag: meshlambert_frag,\n meshlambert_vert: meshlambert_vert,\n meshmatcap_frag: meshmatcap_frag,\n meshmatcap_vert: meshmatcap_vert,\n meshphong_frag: meshphong_frag,\n meshphong_vert: meshphong_vert,\n meshphysical_frag: meshphysical_frag,\n meshphysical_vert: meshphysical_vert,\n normal_frag: normal_frag,\n normal_vert: normal_vert,\n points_frag: points_frag,\n points_vert: points_vert,\n shadow_frag: shadow_frag,\n shadow_vert: shadow_vert,\n sprite_frag: sprite_frag,\n sprite_vert: sprite_vert\n};\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms(src) {\n var dst = {};\n\n for (var u in src) {\n dst[u] = {};\n\n for (var p in src[u]) {\n var property = src[u][p];\n\n if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture)) {\n dst[u][p] = property.clone();\n } else if (Array.isArray(property)) {\n dst[u][p] = property.slice();\n } else {\n dst[u][p] = property;\n }\n }\n }\n\n return dst;\n}\n\nfunction mergeUniforms(uniforms) {\n var merged = {};\n\n for (var u = 0; u < uniforms.length; u++) {\n var tmp = cloneUniforms(uniforms[u]);\n\n for (var p in tmp) {\n merged[p] = tmp[p];\n }\n }\n\n return merged;\n} // Legacy\n\n\nvar UniformsUtils = {\n clone: cloneUniforms,\n merge: mergeUniforms\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar ColorKeywords = {\n 'aliceblue': 0xF0F8FF,\n 'antiquewhite': 0xFAEBD7,\n 'aqua': 0x00FFFF,\n 'aquamarine': 0x7FFFD4,\n 'azure': 0xF0FFFF,\n 'beige': 0xF5F5DC,\n 'bisque': 0xFFE4C4,\n 'black': 0x000000,\n 'blanchedalmond': 0xFFEBCD,\n 'blue': 0x0000FF,\n 'blueviolet': 0x8A2BE2,\n 'brown': 0xA52A2A,\n 'burlywood': 0xDEB887,\n 'cadetblue': 0x5F9EA0,\n 'chartreuse': 0x7FFF00,\n 'chocolate': 0xD2691E,\n 'coral': 0xFF7F50,\n 'cornflowerblue': 0x6495ED,\n 'cornsilk': 0xFFF8DC,\n 'crimson': 0xDC143C,\n 'cyan': 0x00FFFF,\n 'darkblue': 0x00008B,\n 'darkcyan': 0x008B8B,\n 'darkgoldenrod': 0xB8860B,\n 'darkgray': 0xA9A9A9,\n 'darkgreen': 0x006400,\n 'darkgrey': 0xA9A9A9,\n 'darkkhaki': 0xBDB76B,\n 'darkmagenta': 0x8B008B,\n 'darkolivegreen': 0x556B2F,\n 'darkorange': 0xFF8C00,\n 'darkorchid': 0x9932CC,\n 'darkred': 0x8B0000,\n 'darksalmon': 0xE9967A,\n 'darkseagreen': 0x8FBC8F,\n 'darkslateblue': 0x483D8B,\n 'darkslategray': 0x2F4F4F,\n 'darkslategrey': 0x2F4F4F,\n 'darkturquoise': 0x00CED1,\n 'darkviolet': 0x9400D3,\n 'deeppink': 0xFF1493,\n 'deepskyblue': 0x00BFFF,\n 'dimgray': 0x696969,\n 'dimgrey': 0x696969,\n 'dodgerblue': 0x1E90FF,\n 'firebrick': 0xB22222,\n 'floralwhite': 0xFFFAF0,\n 'forestgreen': 0x228B22,\n 'fuchsia': 0xFF00FF,\n 'gainsboro': 0xDCDCDC,\n 'ghostwhite': 0xF8F8FF,\n 'gold': 0xFFD700,\n 'goldenrod': 0xDAA520,\n 'gray': 0x808080,\n 'green': 0x008000,\n 'greenyellow': 0xADFF2F,\n 'grey': 0x808080,\n 'honeydew': 0xF0FFF0,\n 'hotpink': 0xFF69B4,\n 'indianred': 0xCD5C5C,\n 'indigo': 0x4B0082,\n 'ivory': 0xFFFFF0,\n 'khaki': 0xF0E68C,\n 'lavender': 0xE6E6FA,\n 'lavenderblush': 0xFFF0F5,\n 'lawngreen': 0x7CFC00,\n 'lemonchiffon': 0xFFFACD,\n 'lightblue': 0xADD8E6,\n 'lightcoral': 0xF08080,\n 'lightcyan': 0xE0FFFF,\n 'lightgoldenrodyellow': 0xFAFAD2,\n 'lightgray': 0xD3D3D3,\n 'lightgreen': 0x90EE90,\n 'lightgrey': 0xD3D3D3,\n 'lightpink': 0xFFB6C1,\n 'lightsalmon': 0xFFA07A,\n 'lightseagreen': 0x20B2AA,\n 'lightskyblue': 0x87CEFA,\n 'lightslategray': 0x778899,\n 'lightslategrey': 0x778899,\n 'lightsteelblue': 0xB0C4DE,\n 'lightyellow': 0xFFFFE0,\n 'lime': 0x00FF00,\n 'limegreen': 0x32CD32,\n 'linen': 0xFAF0E6,\n 'magenta': 0xFF00FF,\n 'maroon': 0x800000,\n 'mediumaquamarine': 0x66CDAA,\n 'mediumblue': 0x0000CD,\n 'mediumorchid': 0xBA55D3,\n 'mediumpurple': 0x9370DB,\n 'mediumseagreen': 0x3CB371,\n 'mediumslateblue': 0x7B68EE,\n 'mediumspringgreen': 0x00FA9A,\n 'mediumturquoise': 0x48D1CC,\n 'mediumvioletred': 0xC71585,\n 'midnightblue': 0x191970,\n 'mintcream': 0xF5FFFA,\n 'mistyrose': 0xFFE4E1,\n 'moccasin': 0xFFE4B5,\n 'navajowhite': 0xFFDEAD,\n 'navy': 0x000080,\n 'oldlace': 0xFDF5E6,\n 'olive': 0x808000,\n 'olivedrab': 0x6B8E23,\n 'orange': 0xFFA500,\n 'orangered': 0xFF4500,\n 'orchid': 0xDA70D6,\n 'palegoldenrod': 0xEEE8AA,\n 'palegreen': 0x98FB98,\n 'paleturquoise': 0xAFEEEE,\n 'palevioletred': 0xDB7093,\n 'papayawhip': 0xFFEFD5,\n 'peachpuff': 0xFFDAB9,\n 'peru': 0xCD853F,\n 'pink': 0xFFC0CB,\n 'plum': 0xDDA0DD,\n 'powderblue': 0xB0E0E6,\n 'purple': 0x800080,\n 'rebeccapurple': 0x663399,\n 'red': 0xFF0000,\n 'rosybrown': 0xBC8F8F,\n 'royalblue': 0x4169E1,\n 'saddlebrown': 0x8B4513,\n 'salmon': 0xFA8072,\n 'sandybrown': 0xF4A460,\n 'seagreen': 0x2E8B57,\n 'seashell': 0xFFF5EE,\n 'sienna': 0xA0522D,\n 'silver': 0xC0C0C0,\n 'skyblue': 0x87CEEB,\n 'slateblue': 0x6A5ACD,\n 'slategray': 0x708090,\n 'slategrey': 0x708090,\n 'snow': 0xFFFAFA,\n 'springgreen': 0x00FF7F,\n 'steelblue': 0x4682B4,\n 'tan': 0xD2B48C,\n 'teal': 0x008080,\n 'thistle': 0xD8BFD8,\n 'tomato': 0xFF6347,\n 'turquoise': 0x40E0D0,\n 'violet': 0xEE82EE,\n 'wheat': 0xF5DEB3,\n 'white': 0xFFFFFF,\n 'whitesmoke': 0xF5F5F5,\n 'yellow': 0xFFFF00,\n 'yellowgreen': 0x9ACD32\n};\n\nfunction Color(r, g, b) {\n if (g === undefined && b === undefined) {\n // r is THREE.Color, hex or string\n return this.set(r);\n }\n\n return this.setRGB(r, g, b);\n}\n\nObject.assign(Color.prototype, {\n isColor: true,\n r: 1,\n g: 1,\n b: 1,\n set: function set(value) {\n if (value && value.isColor) {\n this.copy(value);\n } else if (typeof value === 'number') {\n this.setHex(value);\n } else if (typeof value === 'string') {\n this.setStyle(value);\n }\n\n return this;\n },\n setScalar: function setScalar(scalar) {\n this.r = scalar;\n this.g = scalar;\n this.b = scalar;\n return this;\n },\n setHex: function setHex(hex) {\n hex = Math.floor(hex);\n this.r = (hex >> 16 & 255) / 255;\n this.g = (hex >> 8 & 255) / 255;\n this.b = (hex & 255) / 255;\n return this;\n },\n setRGB: function setRGB(r, g, b) {\n this.r = r;\n this.g = g;\n this.b = b;\n return this;\n },\n setHSL: function () {\n function hue2rgb(p, q, t) {\n if (t < 0) t += 1;\n if (t > 1) t -= 1;\n if (t < 1 / 6) return p + (q - p) * 6 * t;\n if (t < 1 / 2) return q;\n if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);\n return p;\n }\n\n return function setHSL(h, s, l) {\n // h,s,l ranges are in 0.0 - 1.0\n h = _Math.euclideanModulo(h, 1);\n s = _Math.clamp(s, 0, 1);\n l = _Math.clamp(l, 0, 1);\n\n if (s === 0) {\n this.r = this.g = this.b = l;\n } else {\n var p = l <= 0.5 ? l * (1 + s) : l + s - l * s;\n var q = 2 * l - p;\n this.r = hue2rgb(q, p, h + 1 / 3);\n this.g = hue2rgb(q, p, h);\n this.b = hue2rgb(q, p, h - 1 / 3);\n }\n\n return this;\n };\n }(),\n setStyle: function setStyle(style) {\n function handleAlpha(string) {\n if (string === undefined) return;\n\n if (parseFloat(string) < 1) {\n console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');\n }\n }\n\n var m;\n\n if (m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec(style)) {\n // rgb / hsl\n var color;\n var name = m[1];\n var components = m[2];\n\n switch (name) {\n case 'rgb':\n case 'rgba':\n if (color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // rgb(255,0,0) rgba(255,0,0,0.5)\n this.r = Math.min(255, parseInt(color[1], 10)) / 255;\n this.g = Math.min(255, parseInt(color[2], 10)) / 255;\n this.b = Math.min(255, parseInt(color[3], 10)) / 255;\n handleAlpha(color[5]);\n return this;\n }\n\n if (color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n this.r = Math.min(100, parseInt(color[1], 10)) / 100;\n this.g = Math.min(100, parseInt(color[2], 10)) / 100;\n this.b = Math.min(100, parseInt(color[3], 10)) / 100;\n handleAlpha(color[5]);\n return this;\n }\n\n break;\n\n case 'hsl':\n case 'hsla':\n if (color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n var h = parseFloat(color[1]) / 360;\n var s = parseInt(color[2], 10) / 100;\n var l = parseInt(color[3], 10) / 100;\n handleAlpha(color[5]);\n return this.setHSL(h, s, l);\n }\n\n break;\n }\n } else if (m = /^\\#([A-Fa-f0-9]+)$/.exec(style)) {\n // hex color\n var hex = m[1];\n var size = hex.length;\n\n if (size === 3) {\n // #ff0\n this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;\n this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;\n this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;\n return this;\n } else if (size === 6) {\n // #ff0000\n this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;\n this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;\n this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;\n return this;\n }\n }\n\n if (style && style.length > 0) {\n // color keywords\n var hex = ColorKeywords[style];\n\n if (hex !== undefined) {\n // red\n this.setHex(hex);\n } else {\n // unknown color\n console.warn('THREE.Color: Unknown color ' + style);\n }\n }\n\n return this;\n },\n clone: function clone() {\n return new this.constructor(this.r, this.g, this.b);\n },\n copy: function copy(color) {\n this.r = color.r;\n this.g = color.g;\n this.b = color.b;\n return this;\n },\n copyGammaToLinear: function copyGammaToLinear(color, gammaFactor) {\n if (gammaFactor === undefined) gammaFactor = 2.0;\n this.r = Math.pow(color.r, gammaFactor);\n this.g = Math.pow(color.g, gammaFactor);\n this.b = Math.pow(color.b, gammaFactor);\n return this;\n },\n copyLinearToGamma: function copyLinearToGamma(color, gammaFactor) {\n if (gammaFactor === undefined) gammaFactor = 2.0;\n var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;\n this.r = Math.pow(color.r, safeInverse);\n this.g = Math.pow(color.g, safeInverse);\n this.b = Math.pow(color.b, safeInverse);\n return this;\n },\n convertGammaToLinear: function convertGammaToLinear(gammaFactor) {\n this.copyGammaToLinear(this, gammaFactor);\n return this;\n },\n convertLinearToGamma: function convertLinearToGamma(gammaFactor) {\n this.copyLinearToGamma(this, gammaFactor);\n return this;\n },\n copySRGBToLinear: function () {\n function SRGBToLinear(c) {\n return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);\n }\n\n return function copySRGBToLinear(color) {\n this.r = SRGBToLinear(color.r);\n this.g = SRGBToLinear(color.g);\n this.b = SRGBToLinear(color.b);\n return this;\n };\n }(),\n copyLinearToSRGB: function () {\n function LinearToSRGB(c) {\n return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;\n }\n\n return function copyLinearToSRGB(color) {\n this.r = LinearToSRGB(color.r);\n this.g = LinearToSRGB(color.g);\n this.b = LinearToSRGB(color.b);\n return this;\n };\n }(),\n convertSRGBToLinear: function convertSRGBToLinear() {\n this.copySRGBToLinear(this);\n return this;\n },\n convertLinearToSRGB: function convertLinearToSRGB() {\n this.copyLinearToSRGB(this);\n return this;\n },\n getHex: function getHex() {\n return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;\n },\n getHexString: function getHexString() {\n return ('000000' + this.getHex().toString(16)).slice(-6);\n },\n getHSL: function getHSL(target) {\n // h,s,l ranges are in 0.0 - 1.0\n if (target === undefined) {\n console.warn('THREE.Color: .getHSL() target is now required');\n target = {\n h: 0,\n s: 0,\n l: 0\n };\n }\n\n var r = this.r,\n g = this.g,\n b = this.b;\n var max = Math.max(r, g, b);\n var min = Math.min(r, g, b);\n var hue, saturation;\n var lightness = (min + max) / 2.0;\n\n if (min === max) {\n hue = 0;\n saturation = 0;\n } else {\n var delta = max - min;\n saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);\n\n switch (max) {\n case r:\n hue = (g - b) / delta + (g < b ? 6 : 0);\n break;\n\n case g:\n hue = (b - r) / delta + 2;\n break;\n\n case b:\n hue = (r - g) / delta + 4;\n break;\n }\n\n hue /= 6;\n }\n\n target.h = hue;\n target.s = saturation;\n target.l = lightness;\n return target;\n },\n getStyle: function getStyle() {\n return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';\n },\n offsetHSL: function () {\n var hsl = {};\n return function (h, s, l) {\n this.getHSL(hsl);\n hsl.h += h;\n hsl.s += s;\n hsl.l += l;\n this.setHSL(hsl.h, hsl.s, hsl.l);\n return this;\n };\n }(),\n add: function add(color) {\n this.r += color.r;\n this.g += color.g;\n this.b += color.b;\n return this;\n },\n addColors: function addColors(color1, color2) {\n this.r = color1.r + color2.r;\n this.g = color1.g + color2.g;\n this.b = color1.b + color2.b;\n return this;\n },\n addScalar: function addScalar(s) {\n this.r += s;\n this.g += s;\n this.b += s;\n return this;\n },\n sub: function sub(color) {\n this.r = Math.max(0, this.r - color.r);\n this.g = Math.max(0, this.g - color.g);\n this.b = Math.max(0, this.b - color.b);\n return this;\n },\n multiply: function multiply(color) {\n this.r *= color.r;\n this.g *= color.g;\n this.b *= color.b;\n return this;\n },\n multiplyScalar: function multiplyScalar(s) {\n this.r *= s;\n this.g *= s;\n this.b *= s;\n return this;\n },\n lerp: function lerp(color, alpha) {\n this.r += (color.r - this.r) * alpha;\n this.g += (color.g - this.g) * alpha;\n this.b += (color.b - this.b) * alpha;\n return this;\n },\n lerpHSL: function () {\n var hslA = {\n h: 0,\n s: 0,\n l: 0\n };\n var hslB = {\n h: 0,\n s: 0,\n l: 0\n };\n return function lerpHSL(color, alpha) {\n this.getHSL(hslA);\n color.getHSL(hslB);\n\n var h = _Math.lerp(hslA.h, hslB.h, alpha);\n\n var s = _Math.lerp(hslA.s, hslB.s, alpha);\n\n var l = _Math.lerp(hslA.l, hslB.l, alpha);\n\n this.setHSL(h, s, l);\n return this;\n };\n }(),\n equals: function equals(c) {\n return c.r === this.r && c.g === this.g && c.b === this.b;\n },\n fromArray: function fromArray(array, offset) {\n if (offset === undefined) offset = 0;\n this.r = array[offset];\n this.g = array[offset + 1];\n this.b = array[offset + 2];\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this.r;\n array[offset + 1] = this.g;\n array[offset + 2] = this.b;\n return array;\n },\n toJSON: function toJSON() {\n return this.getHex();\n }\n});\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n common: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n map: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n },\n alphaMap: {\n value: null\n }\n },\n specularmap: {\n specularMap: {\n value: null\n }\n },\n envmap: {\n envMap: {\n value: null\n },\n flipEnvMap: {\n value: -1\n },\n reflectivity: {\n value: 1.0\n },\n refractionRatio: {\n value: 0.98\n },\n maxMipLevel: {\n value: 0\n }\n },\n aomap: {\n aoMap: {\n value: null\n },\n aoMapIntensity: {\n value: 1\n }\n },\n lightmap: {\n lightMap: {\n value: null\n },\n lightMapIntensity: {\n value: 1\n }\n },\n emissivemap: {\n emissiveMap: {\n value: null\n }\n },\n bumpmap: {\n bumpMap: {\n value: null\n },\n bumpScale: {\n value: 1\n }\n },\n normalmap: {\n normalMap: {\n value: null\n },\n normalScale: {\n value: new Vector2(1, 1)\n }\n },\n displacementmap: {\n displacementMap: {\n value: null\n },\n displacementScale: {\n value: 1\n },\n displacementBias: {\n value: 0\n }\n },\n roughnessmap: {\n roughnessMap: {\n value: null\n }\n },\n metalnessmap: {\n metalnessMap: {\n value: null\n }\n },\n gradientmap: {\n gradientMap: {\n value: null\n }\n },\n fog: {\n fogDensity: {\n value: 0.00025\n },\n fogNear: {\n value: 1\n },\n fogFar: {\n value: 2000\n },\n fogColor: {\n value: new Color(0xffffff)\n }\n },\n lights: {\n ambientLightColor: {\n value: []\n },\n directionalLights: {\n value: [],\n properties: {\n direction: {},\n color: {},\n shadow: {},\n shadowBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n }\n },\n directionalShadowMap: {\n value: []\n },\n directionalShadowMatrix: {\n value: []\n },\n spotLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n direction: {},\n distance: {},\n coneCos: {},\n penumbraCos: {},\n decay: {},\n shadow: {},\n shadowBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n }\n },\n spotShadowMap: {\n value: []\n },\n spotShadowMatrix: {\n value: []\n },\n pointLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n decay: {},\n distance: {},\n shadow: {},\n shadowBias: {},\n shadowRadius: {},\n shadowMapSize: {},\n shadowCameraNear: {},\n shadowCameraFar: {}\n }\n },\n pointShadowMap: {\n value: []\n },\n pointShadowMatrix: {\n value: []\n },\n hemisphereLights: {\n value: [],\n properties: {\n direction: {},\n skyColor: {},\n groundColor: {}\n }\n },\n // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n rectAreaLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n width: {},\n height: {}\n }\n }\n },\n points: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n size: {\n value: 1.0\n },\n scale: {\n value: 1.0\n },\n map: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n }\n },\n sprite: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n center: {\n value: new Vector2(0.5, 0.5)\n },\n rotation: {\n value: 0.0\n },\n map: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n }\n }\n};\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n */\n\nvar ShaderLib = {\n basic: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),\n vertexShader: ShaderChunk.meshbasic_vert,\n fragmentShader: ShaderChunk.meshbasic_frag\n },\n lambert: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n }\n }]),\n vertexShader: ShaderChunk.meshlambert_vert,\n fragmentShader: ShaderChunk.meshlambert_frag\n },\n phong: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n },\n specular: {\n value: new Color(0x111111)\n },\n shininess: {\n value: 30\n }\n }]),\n vertexShader: ShaderChunk.meshphong_vert,\n fragmentShader: ShaderChunk.meshphong_frag\n },\n standard: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n },\n roughness: {\n value: 0.5\n },\n metalness: {\n value: 0.5\n },\n envMapIntensity: {\n value: 1\n } // temporary\n\n }]),\n vertexShader: ShaderChunk.meshphysical_vert,\n fragmentShader: ShaderChunk.meshphysical_frag\n },\n matcap: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {\n matcap: {\n value: null\n }\n }]),\n vertexShader: ShaderChunk.meshmatcap_vert,\n fragmentShader: ShaderChunk.meshmatcap_frag\n },\n points: {\n uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),\n vertexShader: ShaderChunk.points_vert,\n fragmentShader: ShaderChunk.points_frag\n },\n dashed: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {\n scale: {\n value: 1\n },\n dashSize: {\n value: 1\n },\n totalSize: {\n value: 2\n }\n }]),\n vertexShader: ShaderChunk.linedashed_vert,\n fragmentShader: ShaderChunk.linedashed_frag\n },\n depth: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),\n vertexShader: ShaderChunk.depth_vert,\n fragmentShader: ShaderChunk.depth_frag\n },\n normal: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {\n opacity: {\n value: 1.0\n }\n }]),\n vertexShader: ShaderChunk.normal_vert,\n fragmentShader: ShaderChunk.normal_frag\n },\n sprite: {\n uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),\n vertexShader: ShaderChunk.sprite_vert,\n fragmentShader: ShaderChunk.sprite_frag\n },\n background: {\n uniforms: {\n uvTransform: {\n value: new Matrix3()\n },\n t2D: {\n value: null\n }\n },\n vertexShader: ShaderChunk.background_vert,\n fragmentShader: ShaderChunk.background_frag\n },\n\n /* -------------------------------------------------------------------------\n //\tCube map shader\n ------------------------------------------------------------------------- */\n cube: {\n uniforms: {\n tCube: {\n value: null\n },\n tFlip: {\n value: -1\n },\n opacity: {\n value: 1.0\n }\n },\n vertexShader: ShaderChunk.cube_vert,\n fragmentShader: ShaderChunk.cube_frag\n },\n equirect: {\n uniforms: {\n tEquirect: {\n value: null\n }\n },\n vertexShader: ShaderChunk.equirect_vert,\n fragmentShader: ShaderChunk.equirect_frag\n },\n distanceRGBA: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {\n referencePosition: {\n value: new Vector3()\n },\n nearDistance: {\n value: 1\n },\n farDistance: {\n value: 1000\n }\n }]),\n vertexShader: ShaderChunk.distanceRGBA_vert,\n fragmentShader: ShaderChunk.distanceRGBA_frag\n },\n shadow: {\n uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {\n color: {\n value: new Color(0x00000)\n },\n opacity: {\n value: 1.0\n }\n }]),\n vertexShader: ShaderChunk.shadow_vert,\n fragmentShader: ShaderChunk.shadow_frag\n }\n};\nShaderLib.physical = {\n uniforms: mergeUniforms([ShaderLib.standard.uniforms, {\n clearCoat: {\n value: 0\n },\n clearCoatRoughness: {\n value: 0\n }\n }]),\n vertexShader: ShaderChunk.meshphysical_vert,\n fragmentShader: ShaderChunk.meshphysical_frag\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLAnimation() {\n var context = null;\n var isAnimating = false;\n var animationLoop = null;\n\n function onAnimationFrame(time, frame) {\n if (isAnimating === false) return;\n animationLoop(time, frame);\n context.requestAnimationFrame(onAnimationFrame);\n }\n\n return {\n start: function start() {\n if (isAnimating === true) return;\n if (animationLoop === null) return;\n context.requestAnimationFrame(onAnimationFrame);\n isAnimating = true;\n },\n stop: function stop() {\n isAnimating = false;\n },\n setAnimationLoop: function setAnimationLoop(callback) {\n animationLoop = callback;\n },\n setContext: function setContext(value) {\n context = value;\n }\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLAttributes(gl) {\n var buffers = new WeakMap();\n\n function createBuffer(attribute, bufferType) {\n var array = attribute.array;\n var usage = attribute.dynamic ? 35048 : 35044;\n var buffer = gl.createBuffer();\n gl.bindBuffer(bufferType, buffer);\n gl.bufferData(bufferType, array, usage);\n attribute.onUploadCallback();\n var type = 5126;\n\n if (array instanceof Float32Array) {\n type = 5126;\n } else if (array instanceof Float64Array) {\n console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');\n } else if (array instanceof Uint16Array) {\n type = 5123;\n } else if (array instanceof Int16Array) {\n type = 5122;\n } else if (array instanceof Uint32Array) {\n type = 5125;\n } else if (array instanceof Int32Array) {\n type = 5124;\n } else if (array instanceof Int8Array) {\n type = 5120;\n } else if (array instanceof Uint8Array) {\n type = 5121;\n }\n\n return {\n buffer: buffer,\n type: type,\n bytesPerElement: array.BYTES_PER_ELEMENT,\n version: attribute.version\n };\n }\n\n function updateBuffer(buffer, attribute, bufferType) {\n var array = attribute.array;\n var updateRange = attribute.updateRange;\n gl.bindBuffer(bufferType, buffer);\n\n if (attribute.dynamic === false) {\n gl.bufferData(bufferType, array, 35044);\n } else if (updateRange.count === -1) {\n // Not using update ranges\n gl.bufferSubData(bufferType, 0, array);\n } else if (updateRange.count === 0) {\n console.error('THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.');\n } else {\n gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));\n updateRange.count = -1; // reset range\n }\n } //\n\n\n function get(attribute) {\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n return buffers.get(attribute);\n }\n\n function remove(attribute) {\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n var data = buffers.get(attribute);\n\n if (data) {\n gl.deleteBuffer(data.buffer);\n buffers.delete(attribute);\n }\n }\n\n function update(attribute, bufferType) {\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n var data = buffers.get(attribute);\n\n if (data === undefined) {\n buffers.set(attribute, createBuffer(attribute, bufferType));\n } else if (data.version < attribute.version) {\n updateBuffer(data.buffer, attribute, bufferType);\n data.version = attribute.version;\n }\n }\n\n return {\n get: get,\n remove: remove,\n update: update\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\n\nfunction Face3(a, b, c, normal, color, materialIndex) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.normal = normal && normal.isVector3 ? normal : new Vector3();\n this.vertexNormals = Array.isArray(normal) ? normal : [];\n this.color = color && color.isColor ? color : new Color();\n this.vertexColors = Array.isArray(color) ? color : [];\n this.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n}\n\nObject.assign(Face3.prototype, {\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.a = source.a;\n this.b = source.b;\n this.c = source.c;\n this.normal.copy(source.normal);\n this.color.copy(source.color);\n this.materialIndex = source.materialIndex;\n\n for (var i = 0, il = source.vertexNormals.length; i < il; i++) {\n this.vertexNormals[i] = source.vertexNormals[i].clone();\n }\n\n for (var i = 0, il = source.vertexColors.length; i < il; i++) {\n this.vertexColors[i] = source.vertexColors[i].clone();\n }\n\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Euler(x, y, z, order) {\n this._x = x || 0;\n this._y = y || 0;\n this._z = z || 0;\n this._order = order || Euler.DefaultOrder;\n}\n\nEuler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];\nEuler.DefaultOrder = 'XYZ';\nObject.defineProperties(Euler.prototype, {\n x: {\n get: function get() {\n return this._x;\n },\n set: function set(value) {\n this._x = value;\n this.onChangeCallback();\n }\n },\n y: {\n get: function get() {\n return this._y;\n },\n set: function set(value) {\n this._y = value;\n this.onChangeCallback();\n }\n },\n z: {\n get: function get() {\n return this._z;\n },\n set: function set(value) {\n this._z = value;\n this.onChangeCallback();\n }\n },\n order: {\n get: function get() {\n return this._order;\n },\n set: function set(value) {\n this._order = value;\n this.onChangeCallback();\n }\n }\n});\nObject.assign(Euler.prototype, {\n isEuler: true,\n set: function set(x, y, z, order) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._order = order || this._order;\n this.onChangeCallback();\n return this;\n },\n clone: function clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n },\n copy: function copy(euler) {\n this._x = euler._x;\n this._y = euler._y;\n this._z = euler._z;\n this._order = euler._order;\n this.onChangeCallback();\n return this;\n },\n setFromRotationMatrix: function setFromRotationMatrix(m, order, update) {\n var clamp = _Math.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n var te = m.elements;\n var m11 = te[0],\n m12 = te[4],\n m13 = te[8];\n var m21 = te[1],\n m22 = te[5],\n m23 = te[9];\n var m31 = te[2],\n m32 = te[6],\n m33 = te[10];\n order = order || this._order;\n\n if (order === 'XYZ') {\n this._y = Math.asin(clamp(m13, -1, 1));\n\n if (Math.abs(m13) < 0.99999) {\n this._x = Math.atan2(-m23, m33);\n this._z = Math.atan2(-m12, m11);\n } else {\n this._x = Math.atan2(m32, m22);\n this._z = 0;\n }\n } else if (order === 'YXZ') {\n this._x = Math.asin(-clamp(m23, -1, 1));\n\n if (Math.abs(m23) < 0.99999) {\n this._y = Math.atan2(m13, m33);\n this._z = Math.atan2(m21, m22);\n } else {\n this._y = Math.atan2(-m31, m11);\n this._z = 0;\n }\n } else if (order === 'ZXY') {\n this._x = Math.asin(clamp(m32, -1, 1));\n\n if (Math.abs(m32) < 0.99999) {\n this._y = Math.atan2(-m31, m33);\n this._z = Math.atan2(-m12, m22);\n } else {\n this._y = 0;\n this._z = Math.atan2(m21, m11);\n }\n } else if (order === 'ZYX') {\n this._y = Math.asin(-clamp(m31, -1, 1));\n\n if (Math.abs(m31) < 0.99999) {\n this._x = Math.atan2(m32, m33);\n this._z = Math.atan2(m21, m11);\n } else {\n this._x = 0;\n this._z = Math.atan2(-m12, m22);\n }\n } else if (order === 'YZX') {\n this._z = Math.asin(clamp(m21, -1, 1));\n\n if (Math.abs(m21) < 0.99999) {\n this._x = Math.atan2(-m23, m22);\n this._y = Math.atan2(-m31, m11);\n } else {\n this._x = 0;\n this._y = Math.atan2(m13, m33);\n }\n } else if (order === 'XZY') {\n this._z = Math.asin(-clamp(m12, -1, 1));\n\n if (Math.abs(m12) < 0.99999) {\n this._x = Math.atan2(m32, m22);\n this._y = Math.atan2(m13, m11);\n } else {\n this._x = Math.atan2(-m23, m33);\n this._y = 0;\n }\n } else {\n console.warn('THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order);\n }\n\n this._order = order;\n if (update !== false) this.onChangeCallback();\n return this;\n },\n setFromQuaternion: function () {\n var matrix = new Matrix4();\n return function setFromQuaternion(q, order, update) {\n matrix.makeRotationFromQuaternion(q);\n return this.setFromRotationMatrix(matrix, order, update);\n };\n }(),\n setFromVector3: function setFromVector3(v, order) {\n return this.set(v.x, v.y, v.z, order || this._order);\n },\n reorder: function () {\n // WARNING: this discards revolution information -bhouston\n var q = new Quaternion();\n return function reorder(newOrder) {\n q.setFromEuler(this);\n return this.setFromQuaternion(q, newOrder);\n };\n }(),\n equals: function equals(euler) {\n return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;\n },\n fromArray: function fromArray(array) {\n this._x = array[0];\n this._y = array[1];\n this._z = array[2];\n if (array[3] !== undefined) this._order = array[3];\n this.onChangeCallback();\n return this;\n },\n toArray: function toArray(array, offset) {\n if (array === undefined) array = [];\n if (offset === undefined) offset = 0;\n array[offset] = this._x;\n array[offset + 1] = this._y;\n array[offset + 2] = this._z;\n array[offset + 3] = this._order;\n return array;\n },\n toVector3: function toVector3(optionalResult) {\n if (optionalResult) {\n return optionalResult.set(this._x, this._y, this._z);\n } else {\n return new Vector3(this._x, this._y, this._z);\n }\n },\n onChange: function onChange(callback) {\n this.onChangeCallback = callback;\n return this;\n },\n onChangeCallback: function onChangeCallback() {}\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Layers() {\n this.mask = 1 | 0;\n}\n\nObject.assign(Layers.prototype, {\n set: function set(channel) {\n this.mask = 1 << channel | 0;\n },\n enable: function enable(channel) {\n this.mask |= 1 << channel | 0;\n },\n toggle: function toggle(channel) {\n this.mask ^= 1 << channel | 0;\n },\n disable: function disable(channel) {\n this.mask &= ~(1 << channel | 0);\n },\n test: function test(layers) {\n return (this.mask & layers.mask) !== 0;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author elephantatwork / www.elephantatwork.ch\n */\n\nvar object3DId = 0;\n\nfunction Object3D() {\n Object.defineProperty(this, 'id', {\n value: object3DId++\n });\n this.uuid = _Math.generateUUID();\n this.name = '';\n this.type = 'Object3D';\n this.parent = null;\n this.children = [];\n this.up = Object3D.DefaultUp.clone();\n var position = new Vector3();\n var rotation = new Euler();\n var quaternion = new Quaternion();\n var scale = new Vector3(1, 1, 1);\n\n function onRotationChange() {\n quaternion.setFromEuler(rotation, false);\n }\n\n function onQuaternionChange() {\n rotation.setFromQuaternion(quaternion, undefined, false);\n }\n\n rotation.onChange(onRotationChange);\n quaternion.onChange(onQuaternionChange);\n Object.defineProperties(this, {\n position: {\n configurable: true,\n enumerable: true,\n value: position\n },\n rotation: {\n configurable: true,\n enumerable: true,\n value: rotation\n },\n quaternion: {\n configurable: true,\n enumerable: true,\n value: quaternion\n },\n scale: {\n configurable: true,\n enumerable: true,\n value: scale\n },\n modelViewMatrix: {\n value: new Matrix4()\n },\n normalMatrix: {\n value: new Matrix3()\n }\n });\n this.matrix = new Matrix4();\n this.matrixWorld = new Matrix4();\n this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n this.matrixWorldNeedsUpdate = false;\n this.layers = new Layers();\n this.visible = true;\n this.castShadow = false;\n this.receiveShadow = false;\n this.frustumCulled = true;\n this.renderOrder = 0;\n this.userData = {};\n}\n\nObject3D.DefaultUp = new Vector3(0, 1, 0);\nObject3D.DefaultMatrixAutoUpdate = true;\nObject3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Object3D,\n isObject3D: true,\n onBeforeRender: function onBeforeRender() {},\n onAfterRender: function onAfterRender() {},\n applyMatrix: function applyMatrix(matrix) {\n this.matrix.multiplyMatrices(matrix, this.matrix);\n this.matrix.decompose(this.position, this.quaternion, this.scale);\n },\n applyQuaternion: function applyQuaternion(q) {\n this.quaternion.premultiply(q);\n return this;\n },\n setRotationFromAxisAngle: function setRotationFromAxisAngle(axis, angle) {\n // assumes axis is normalized\n this.quaternion.setFromAxisAngle(axis, angle);\n },\n setRotationFromEuler: function setRotationFromEuler(euler) {\n this.quaternion.setFromEuler(euler, true);\n },\n setRotationFromMatrix: function setRotationFromMatrix(m) {\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n this.quaternion.setFromRotationMatrix(m);\n },\n setRotationFromQuaternion: function setRotationFromQuaternion(q) {\n // assumes q is normalized\n this.quaternion.copy(q);\n },\n rotateOnAxis: function () {\n // rotate object on axis in object space\n // axis is assumed to be normalized\n var q1 = new Quaternion();\n return function rotateOnAxis(axis, angle) {\n q1.setFromAxisAngle(axis, angle);\n this.quaternion.multiply(q1);\n return this;\n };\n }(),\n rotateOnWorldAxis: function () {\n // rotate object on axis in world space\n // axis is assumed to be normalized\n // method assumes no rotated parent\n var q1 = new Quaternion();\n return function rotateOnWorldAxis(axis, angle) {\n q1.setFromAxisAngle(axis, angle);\n this.quaternion.premultiply(q1);\n return this;\n };\n }(),\n rotateX: function () {\n var v1 = new Vector3(1, 0, 0);\n return function rotateX(angle) {\n return this.rotateOnAxis(v1, angle);\n };\n }(),\n rotateY: function () {\n var v1 = new Vector3(0, 1, 0);\n return function rotateY(angle) {\n return this.rotateOnAxis(v1, angle);\n };\n }(),\n rotateZ: function () {\n var v1 = new Vector3(0, 0, 1);\n return function rotateZ(angle) {\n return this.rotateOnAxis(v1, angle);\n };\n }(),\n translateOnAxis: function () {\n // translate object by distance along axis in object space\n // axis is assumed to be normalized\n var v1 = new Vector3();\n return function translateOnAxis(axis, distance) {\n v1.copy(axis).applyQuaternion(this.quaternion);\n this.position.add(v1.multiplyScalar(distance));\n return this;\n };\n }(),\n translateX: function () {\n var v1 = new Vector3(1, 0, 0);\n return function translateX(distance) {\n return this.translateOnAxis(v1, distance);\n };\n }(),\n translateY: function () {\n var v1 = new Vector3(0, 1, 0);\n return function translateY(distance) {\n return this.translateOnAxis(v1, distance);\n };\n }(),\n translateZ: function () {\n var v1 = new Vector3(0, 0, 1);\n return function translateZ(distance) {\n return this.translateOnAxis(v1, distance);\n };\n }(),\n localToWorld: function localToWorld(vector) {\n return vector.applyMatrix4(this.matrixWorld);\n },\n worldToLocal: function () {\n var m1 = new Matrix4();\n return function worldToLocal(vector) {\n return vector.applyMatrix4(m1.getInverse(this.matrixWorld));\n };\n }(),\n lookAt: function () {\n // This method does not support objects having non-uniformly-scaled parent(s)\n var q1 = new Quaternion();\n var m1 = new Matrix4();\n var target = new Vector3();\n var position = new Vector3();\n return function lookAt(x, y, z) {\n if (x.isVector3) {\n target.copy(x);\n } else {\n target.set(x, y, z);\n }\n\n var parent = this.parent;\n this.updateWorldMatrix(true, false);\n position.setFromMatrixPosition(this.matrixWorld);\n\n if (this.isCamera || this.isLight) {\n m1.lookAt(position, target, this.up);\n } else {\n m1.lookAt(target, position, this.up);\n }\n\n this.quaternion.setFromRotationMatrix(m1);\n\n if (parent) {\n m1.extractRotation(parent.matrixWorld);\n q1.setFromRotationMatrix(m1);\n this.quaternion.premultiply(q1.inverse());\n }\n };\n }(),\n add: function add(object) {\n if (arguments.length > 1) {\n for (var i = 0; i < arguments.length; i++) {\n this.add(arguments[i]);\n }\n\n return this;\n }\n\n if (object === this) {\n console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\", object);\n return this;\n }\n\n if (object && object.isObject3D) {\n if (object.parent !== null) {\n object.parent.remove(object);\n }\n\n object.parent = this;\n object.dispatchEvent({\n type: 'added'\n });\n this.children.push(object);\n } else {\n console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object);\n }\n\n return this;\n },\n remove: function remove(object) {\n if (arguments.length > 1) {\n for (var i = 0; i < arguments.length; i++) {\n this.remove(arguments[i]);\n }\n\n return this;\n }\n\n var index = this.children.indexOf(object);\n\n if (index !== -1) {\n object.parent = null;\n object.dispatchEvent({\n type: 'removed'\n });\n this.children.splice(index, 1);\n }\n\n return this;\n },\n getObjectById: function getObjectById(id) {\n return this.getObjectByProperty('id', id);\n },\n getObjectByName: function getObjectByName(name) {\n return this.getObjectByProperty('name', name);\n },\n getObjectByProperty: function getObjectByProperty(name, value) {\n if (this[name] === value) return this;\n\n for (var i = 0, l = this.children.length; i < l; i++) {\n var child = this.children[i];\n var object = child.getObjectByProperty(name, value);\n\n if (object !== undefined) {\n return object;\n }\n }\n\n return undefined;\n },\n getWorldPosition: function getWorldPosition(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldPosition() target is now required');\n target = new Vector3();\n }\n\n this.updateMatrixWorld(true);\n return target.setFromMatrixPosition(this.matrixWorld);\n },\n getWorldQuaternion: function () {\n var position = new Vector3();\n var scale = new Vector3();\n return function getWorldQuaternion(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');\n target = new Quaternion();\n }\n\n this.updateMatrixWorld(true);\n this.matrixWorld.decompose(position, target, scale);\n return target;\n };\n }(),\n getWorldScale: function () {\n var position = new Vector3();\n var quaternion = new Quaternion();\n return function getWorldScale(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldScale() target is now required');\n target = new Vector3();\n }\n\n this.updateMatrixWorld(true);\n this.matrixWorld.decompose(position, quaternion, target);\n return target;\n };\n }(),\n getWorldDirection: function getWorldDirection(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldDirection() target is now required');\n target = new Vector3();\n }\n\n this.updateMatrixWorld(true);\n var e = this.matrixWorld.elements;\n return target.set(e[8], e[9], e[10]).normalize();\n },\n raycast: function raycast() {},\n traverse: function traverse(callback) {\n callback(this);\n var children = this.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n children[i].traverse(callback);\n }\n },\n traverseVisible: function traverseVisible(callback) {\n if (this.visible === false) return;\n callback(this);\n var children = this.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n children[i].traverseVisible(callback);\n }\n },\n traverseAncestors: function traverseAncestors(callback) {\n var parent = this.parent;\n\n if (parent !== null) {\n callback(parent);\n parent.traverseAncestors(callback);\n }\n },\n updateMatrix: function updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale);\n this.matrixWorldNeedsUpdate = true;\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n if (this.matrixAutoUpdate) this.updateMatrix();\n\n if (this.matrixWorldNeedsUpdate || force) {\n if (this.parent === null) {\n this.matrixWorld.copy(this.matrix);\n } else {\n this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n }\n\n this.matrixWorldNeedsUpdate = false;\n force = true;\n } // update children\n\n\n var children = this.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n children[i].updateMatrixWorld(force);\n }\n },\n updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {\n var parent = this.parent;\n\n if (updateParents === true && parent !== null) {\n parent.updateWorldMatrix(true, false);\n }\n\n if (this.matrixAutoUpdate) this.updateMatrix();\n\n if (this.parent === null) {\n this.matrixWorld.copy(this.matrix);\n } else {\n this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n } // update children\n\n\n if (updateChildren === true) {\n var children = this.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n children[i].updateWorldMatrix(false, true);\n }\n }\n },\n toJSON: function toJSON(meta) {\n // meta is a string when called from JSON.stringify\n var isRootObject = meta === undefined || typeof meta === 'string';\n var output = {}; // meta is a hash used to collect geometries, materials.\n // not providing it implies that this is the root object\n // being serialized.\n\n if (isRootObject) {\n // initialize meta obj\n meta = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {}\n };\n output.metadata = {\n version: 4.5,\n type: 'Object',\n generator: 'Object3D.toJSON'\n };\n } // standard Object3D serialization\n\n\n var object = {};\n object.uuid = this.uuid;\n object.type = this.type;\n if (this.name !== '') object.name = this.name;\n if (this.castShadow === true) object.castShadow = true;\n if (this.receiveShadow === true) object.receiveShadow = true;\n if (this.visible === false) object.visible = false;\n if (this.frustumCulled === false) object.frustumCulled = false;\n if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;\n if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;\n object.layers = this.layers.mask;\n object.matrix = this.matrix.toArray();\n if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; //\n\n function serialize(library, element) {\n if (library[element.uuid] === undefined) {\n library[element.uuid] = element.toJSON(meta);\n }\n\n return element.uuid;\n }\n\n if (this.isMesh || this.isLine || this.isPoints) {\n object.geometry = serialize(meta.geometries, this.geometry);\n var parameters = this.geometry.parameters;\n\n if (parameters !== undefined && parameters.shapes !== undefined) {\n var shapes = parameters.shapes;\n\n if (Array.isArray(shapes)) {\n for (var i = 0, l = shapes.length; i < l; i++) {\n var shape = shapes[i];\n serialize(meta.shapes, shape);\n }\n } else {\n serialize(meta.shapes, shapes);\n }\n }\n }\n\n if (this.material !== undefined) {\n if (Array.isArray(this.material)) {\n var uuids = [];\n\n for (var i = 0, l = this.material.length; i < l; i++) {\n uuids.push(serialize(meta.materials, this.material[i]));\n }\n\n object.material = uuids;\n } else {\n object.material = serialize(meta.materials, this.material);\n }\n } //\n\n\n if (this.children.length > 0) {\n object.children = [];\n\n for (var i = 0; i < this.children.length; i++) {\n object.children.push(this.children[i].toJSON(meta).object);\n }\n }\n\n if (isRootObject) {\n var geometries = extractFromCache(meta.geometries);\n var materials = extractFromCache(meta.materials);\n var textures = extractFromCache(meta.textures);\n var images = extractFromCache(meta.images);\n var shapes = extractFromCache(meta.shapes);\n if (geometries.length > 0) output.geometries = geometries;\n if (materials.length > 0) output.materials = materials;\n if (textures.length > 0) output.textures = textures;\n if (images.length > 0) output.images = images;\n if (shapes.length > 0) output.shapes = shapes;\n }\n\n output.object = object;\n return output; // extract data from the cache hash\n // remove metadata on each item\n // and return as array\n\n function extractFromCache(cache) {\n var values = [];\n\n for (var key in cache) {\n var data = cache[key];\n delete data.metadata;\n values.push(data);\n }\n\n return values;\n }\n },\n clone: function clone(recursive) {\n return new this.constructor().copy(this, recursive);\n },\n copy: function copy(source, recursive) {\n if (recursive === undefined) recursive = true;\n this.name = source.name;\n this.up.copy(source.up);\n this.position.copy(source.position);\n this.quaternion.copy(source.quaternion);\n this.scale.copy(source.scale);\n this.matrix.copy(source.matrix);\n this.matrixWorld.copy(source.matrixWorld);\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n this.layers.mask = source.layers.mask;\n this.visible = source.visible;\n this.castShadow = source.castShadow;\n this.receiveShadow = source.receiveShadow;\n this.frustumCulled = source.frustumCulled;\n this.renderOrder = source.renderOrder;\n this.userData = JSON.parse(JSON.stringify(source.userData));\n\n if (recursive === true) {\n for (var i = 0; i < source.children.length; i++) {\n var child = source.children[i];\n this.add(child.clone());\n }\n }\n\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author bhouston / http://clara.io\n */\n\nvar geometryId = 0; // Geometry uses even numbers as Id\n\nfunction Geometry() {\n Object.defineProperty(this, 'id', {\n value: geometryId += 2\n });\n this.uuid = _Math.generateUUID();\n this.name = '';\n this.type = 'Geometry';\n this.vertices = [];\n this.colors = [];\n this.faces = [];\n this.faceVertexUvs = [[]];\n this.morphTargets = [];\n this.morphNormals = [];\n this.skinWeights = [];\n this.skinIndices = [];\n this.lineDistances = [];\n this.boundingBox = null;\n this.boundingSphere = null; // update flags\n\n this.elementsNeedUpdate = false;\n this.verticesNeedUpdate = false;\n this.uvsNeedUpdate = false;\n this.normalsNeedUpdate = false;\n this.colorsNeedUpdate = false;\n this.lineDistancesNeedUpdate = false;\n this.groupsNeedUpdate = false;\n}\n\nGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Geometry,\n isGeometry: true,\n applyMatrix: function applyMatrix(matrix) {\n var normalMatrix = new Matrix3().getNormalMatrix(matrix);\n\n for (var i = 0, il = this.vertices.length; i < il; i++) {\n var vertex = this.vertices[i];\n vertex.applyMatrix4(matrix);\n }\n\n for (var i = 0, il = this.faces.length; i < il; i++) {\n var face = this.faces[i];\n face.normal.applyMatrix3(normalMatrix).normalize();\n\n for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {\n face.vertexNormals[j].applyMatrix3(normalMatrix).normalize();\n }\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox();\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere();\n }\n\n this.verticesNeedUpdate = true;\n this.normalsNeedUpdate = true;\n return this;\n },\n rotateX: function () {\n // rotate geometry around world x-axis\n var m1 = new Matrix4();\n return function rotateX(angle) {\n m1.makeRotationX(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n rotateY: function () {\n // rotate geometry around world y-axis\n var m1 = new Matrix4();\n return function rotateY(angle) {\n m1.makeRotationY(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n rotateZ: function () {\n // rotate geometry around world z-axis\n var m1 = new Matrix4();\n return function rotateZ(angle) {\n m1.makeRotationZ(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n translate: function () {\n // translate geometry\n var m1 = new Matrix4();\n return function translate(x, y, z) {\n m1.makeTranslation(x, y, z);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n scale: function () {\n // scale geometry\n var m1 = new Matrix4();\n return function scale(x, y, z) {\n m1.makeScale(x, y, z);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n lookAt: function () {\n var obj = new Object3D();\n return function lookAt(vector) {\n obj.lookAt(vector);\n obj.updateMatrix();\n this.applyMatrix(obj.matrix);\n };\n }(),\n fromBufferGeometry: function fromBufferGeometry(geometry) {\n var scope = this;\n var indices = geometry.index !== null ? geometry.index.array : undefined;\n var attributes = geometry.attributes;\n var positions = attributes.position.array;\n var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;\n var colors = attributes.color !== undefined ? attributes.color.array : undefined;\n var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;\n var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;\n if (uvs2 !== undefined) this.faceVertexUvs[1] = [];\n\n for (var i = 0, j = 0; i < positions.length; i += 3, j += 2) {\n scope.vertices.push(new Vector3().fromArray(positions, i));\n\n if (colors !== undefined) {\n scope.colors.push(new Color().fromArray(colors, i));\n }\n }\n\n function addFace(a, b, c, materialIndex) {\n var vertexColors = colors === undefined ? [] : [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()];\n var vertexNormals = normals === undefined ? [] : [new Vector3().fromArray(normals, a * 3), new Vector3().fromArray(normals, b * 3), new Vector3().fromArray(normals, c * 3)];\n var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex);\n scope.faces.push(face);\n\n if (uvs !== undefined) {\n scope.faceVertexUvs[0].push([new Vector2().fromArray(uvs, a * 2), new Vector2().fromArray(uvs, b * 2), new Vector2().fromArray(uvs, c * 2)]);\n }\n\n if (uvs2 !== undefined) {\n scope.faceVertexUvs[1].push([new Vector2().fromArray(uvs2, a * 2), new Vector2().fromArray(uvs2, b * 2), new Vector2().fromArray(uvs2, c * 2)]);\n }\n }\n\n var groups = geometry.groups;\n\n if (groups.length > 0) {\n for (var i = 0; i < groups.length; i++) {\n var group = groups[i];\n var start = group.start;\n var count = group.count;\n\n for (var j = start, jl = start + count; j < jl; j += 3) {\n if (indices !== undefined) {\n addFace(indices[j], indices[j + 1], indices[j + 2], group.materialIndex);\n } else {\n addFace(j, j + 1, j + 2, group.materialIndex);\n }\n }\n }\n } else {\n if (indices !== undefined) {\n for (var i = 0; i < indices.length; i += 3) {\n addFace(indices[i], indices[i + 1], indices[i + 2]);\n }\n } else {\n for (var i = 0; i < positions.length / 3; i += 3) {\n addFace(i, i + 1, i + 2);\n }\n }\n }\n\n this.computeFaceNormals();\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n return this;\n },\n center: function () {\n var offset = new Vector3();\n return function center() {\n this.computeBoundingBox();\n this.boundingBox.getCenter(offset).negate();\n this.translate(offset.x, offset.y, offset.z);\n return this;\n };\n }(),\n normalize: function normalize() {\n this.computeBoundingSphere();\n var center = this.boundingSphere.center;\n var radius = this.boundingSphere.radius;\n var s = radius === 0 ? 1 : 1.0 / radius;\n var matrix = new Matrix4();\n matrix.set(s, 0, 0, -s * center.x, 0, s, 0, -s * center.y, 0, 0, s, -s * center.z, 0, 0, 0, 1);\n this.applyMatrix(matrix);\n return this;\n },\n computeFaceNormals: function computeFaceNormals() {\n var cb = new Vector3(),\n ab = new Vector3();\n\n for (var f = 0, fl = this.faces.length; f < fl; f++) {\n var face = this.faces[f];\n var vA = this.vertices[face.a];\n var vB = this.vertices[face.b];\n var vC = this.vertices[face.c];\n cb.subVectors(vC, vB);\n ab.subVectors(vA, vB);\n cb.cross(ab);\n cb.normalize();\n face.normal.copy(cb);\n }\n },\n computeVertexNormals: function computeVertexNormals(areaWeighted) {\n if (areaWeighted === undefined) areaWeighted = true;\n var v, vl, f, fl, face, vertices;\n vertices = new Array(this.vertices.length);\n\n for (v = 0, vl = this.vertices.length; v < vl; v++) {\n vertices[v] = new Vector3();\n }\n\n if (areaWeighted) {\n // vertex normals weighted by triangle areas\n // http://www.iquilezles.org/www/articles/normals/normals.htm\n var vA, vB, vC;\n var cb = new Vector3(),\n ab = new Vector3();\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n vA = this.vertices[face.a];\n vB = this.vertices[face.b];\n vC = this.vertices[face.c];\n cb.subVectors(vC, vB);\n ab.subVectors(vA, vB);\n cb.cross(ab);\n vertices[face.a].add(cb);\n vertices[face.b].add(cb);\n vertices[face.c].add(cb);\n }\n } else {\n this.computeFaceNormals();\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n vertices[face.a].add(face.normal);\n vertices[face.b].add(face.normal);\n vertices[face.c].add(face.normal);\n }\n }\n\n for (v = 0, vl = this.vertices.length; v < vl; v++) {\n vertices[v].normalize();\n }\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n var vertexNormals = face.vertexNormals;\n\n if (vertexNormals.length === 3) {\n vertexNormals[0].copy(vertices[face.a]);\n vertexNormals[1].copy(vertices[face.b]);\n vertexNormals[2].copy(vertices[face.c]);\n } else {\n vertexNormals[0] = vertices[face.a].clone();\n vertexNormals[1] = vertices[face.b].clone();\n vertexNormals[2] = vertices[face.c].clone();\n }\n }\n\n if (this.faces.length > 0) {\n this.normalsNeedUpdate = true;\n }\n },\n computeFlatVertexNormals: function computeFlatVertexNormals() {\n var f, fl, face;\n this.computeFaceNormals();\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n var vertexNormals = face.vertexNormals;\n\n if (vertexNormals.length === 3) {\n vertexNormals[0].copy(face.normal);\n vertexNormals[1].copy(face.normal);\n vertexNormals[2].copy(face.normal);\n } else {\n vertexNormals[0] = face.normal.clone();\n vertexNormals[1] = face.normal.clone();\n vertexNormals[2] = face.normal.clone();\n }\n }\n\n if (this.faces.length > 0) {\n this.normalsNeedUpdate = true;\n }\n },\n computeMorphNormals: function computeMorphNormals() {\n var i, il, f, fl, face; // save original normals\n // - create temp variables on first access\n // otherwise just copy (for faster repeated calls)\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n\n if (!face.__originalFaceNormal) {\n face.__originalFaceNormal = face.normal.clone();\n } else {\n face.__originalFaceNormal.copy(face.normal);\n }\n\n if (!face.__originalVertexNormals) face.__originalVertexNormals = [];\n\n for (i = 0, il = face.vertexNormals.length; i < il; i++) {\n if (!face.__originalVertexNormals[i]) {\n face.__originalVertexNormals[i] = face.vertexNormals[i].clone();\n } else {\n face.__originalVertexNormals[i].copy(face.vertexNormals[i]);\n }\n }\n } // use temp geometry to compute face and vertex normals for each morph\n\n\n var tmpGeo = new Geometry();\n tmpGeo.faces = this.faces;\n\n for (i = 0, il = this.morphTargets.length; i < il; i++) {\n // create on first access\n if (!this.morphNormals[i]) {\n this.morphNormals[i] = {};\n this.morphNormals[i].faceNormals = [];\n this.morphNormals[i].vertexNormals = [];\n var dstNormalsFace = this.morphNormals[i].faceNormals;\n var dstNormalsVertex = this.morphNormals[i].vertexNormals;\n var faceNormal, vertexNormals;\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n faceNormal = new Vector3();\n vertexNormals = {\n a: new Vector3(),\n b: new Vector3(),\n c: new Vector3()\n };\n dstNormalsFace.push(faceNormal);\n dstNormalsVertex.push(vertexNormals);\n }\n }\n\n var morphNormals = this.morphNormals[i]; // set vertices to morph target\n\n tmpGeo.vertices = this.morphTargets[i].vertices; // compute morph normals\n\n tmpGeo.computeFaceNormals();\n tmpGeo.computeVertexNormals(); // store morph normals\n\n var faceNormal, vertexNormals;\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n faceNormal = morphNormals.faceNormals[f];\n vertexNormals = morphNormals.vertexNormals[f];\n faceNormal.copy(face.normal);\n vertexNormals.a.copy(face.vertexNormals[0]);\n vertexNormals.b.copy(face.vertexNormals[1]);\n vertexNormals.c.copy(face.vertexNormals[2]);\n }\n } // restore original normals\n\n\n for (f = 0, fl = this.faces.length; f < fl; f++) {\n face = this.faces[f];\n face.normal = face.__originalFaceNormal;\n face.vertexNormals = face.__originalVertexNormals;\n }\n },\n computeBoundingBox: function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3();\n }\n\n this.boundingBox.setFromPoints(this.vertices);\n },\n computeBoundingSphere: function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere();\n }\n\n this.boundingSphere.setFromPoints(this.vertices);\n },\n merge: function merge(geometry, matrix, materialIndexOffset) {\n if (!(geometry && geometry.isGeometry)) {\n console.error('THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry);\n return;\n }\n\n var normalMatrix,\n vertexOffset = this.vertices.length,\n vertices1 = this.vertices,\n vertices2 = geometry.vertices,\n faces1 = this.faces,\n faces2 = geometry.faces,\n uvs1 = this.faceVertexUvs[0],\n uvs2 = geometry.faceVertexUvs[0],\n colors1 = this.colors,\n colors2 = geometry.colors;\n if (materialIndexOffset === undefined) materialIndexOffset = 0;\n\n if (matrix !== undefined) {\n normalMatrix = new Matrix3().getNormalMatrix(matrix);\n } // vertices\n\n\n for (var i = 0, il = vertices2.length; i < il; i++) {\n var vertex = vertices2[i];\n var vertexCopy = vertex.clone();\n if (matrix !== undefined) vertexCopy.applyMatrix4(matrix);\n vertices1.push(vertexCopy);\n } // colors\n\n\n for (var i = 0, il = colors2.length; i < il; i++) {\n colors1.push(colors2[i].clone());\n } // faces\n\n\n for (i = 0, il = faces2.length; i < il; i++) {\n var face = faces2[i],\n faceCopy,\n normal,\n color,\n faceVertexNormals = face.vertexNormals,\n faceVertexColors = face.vertexColors;\n faceCopy = new Face3(face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset);\n faceCopy.normal.copy(face.normal);\n\n if (normalMatrix !== undefined) {\n faceCopy.normal.applyMatrix3(normalMatrix).normalize();\n }\n\n for (var j = 0, jl = faceVertexNormals.length; j < jl; j++) {\n normal = faceVertexNormals[j].clone();\n\n if (normalMatrix !== undefined) {\n normal.applyMatrix3(normalMatrix).normalize();\n }\n\n faceCopy.vertexNormals.push(normal);\n }\n\n faceCopy.color.copy(face.color);\n\n for (var j = 0, jl = faceVertexColors.length; j < jl; j++) {\n color = faceVertexColors[j];\n faceCopy.vertexColors.push(color.clone());\n }\n\n faceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n faces1.push(faceCopy);\n } // uvs\n\n\n for (i = 0, il = uvs2.length; i < il; i++) {\n var uv = uvs2[i],\n uvCopy = [];\n\n if (uv === undefined) {\n continue;\n }\n\n for (var j = 0, jl = uv.length; j < jl; j++) {\n uvCopy.push(uv[j].clone());\n }\n\n uvs1.push(uvCopy);\n }\n },\n mergeMesh: function mergeMesh(mesh) {\n if (!(mesh && mesh.isMesh)) {\n console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh);\n return;\n }\n\n if (mesh.matrixAutoUpdate) mesh.updateMatrix();\n this.merge(mesh.geometry, mesh.matrix);\n },\n\n /*\n * Checks for duplicate vertices with hashmap.\n * Duplicated vertices are removed\n * and faces' vertices are updated.\n */\n mergeVertices: function mergeVertices() {\n var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\n var unique = [],\n changes = [];\n var v, key;\n var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\n var precision = Math.pow(10, precisionPoints);\n var i, il, face;\n var indices, j, jl;\n\n for (i = 0, il = this.vertices.length; i < il; i++) {\n v = this.vertices[i];\n key = Math.round(v.x * precision) + '_' + Math.round(v.y * precision) + '_' + Math.round(v.z * precision);\n\n if (verticesMap[key] === undefined) {\n verticesMap[key] = i;\n unique.push(this.vertices[i]);\n changes[i] = unique.length - 1;\n } else {\n //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n changes[i] = changes[verticesMap[key]];\n }\n } // if faces are completely degenerate after merging vertices, we\n // have to remove them from the geometry.\n\n\n var faceIndicesToRemove = [];\n\n for (i = 0, il = this.faces.length; i < il; i++) {\n face = this.faces[i];\n face.a = changes[face.a];\n face.b = changes[face.b];\n face.c = changes[face.c];\n indices = [face.a, face.b, face.c]; // if any duplicate vertices are found in a Face3\n // we have to remove the face as nothing can be saved\n\n for (var n = 0; n < 3; n++) {\n if (indices[n] === indices[(n + 1) % 3]) {\n faceIndicesToRemove.push(i);\n break;\n }\n }\n }\n\n for (i = faceIndicesToRemove.length - 1; i >= 0; i--) {\n var idx = faceIndicesToRemove[i];\n this.faces.splice(idx, 1);\n\n for (j = 0, jl = this.faceVertexUvs.length; j < jl; j++) {\n this.faceVertexUvs[j].splice(idx, 1);\n }\n } // Use unique set of vertices\n\n\n var diff = this.vertices.length - unique.length;\n this.vertices = unique;\n return diff;\n },\n setFromPoints: function setFromPoints(points) {\n this.vertices = [];\n\n for (var i = 0, l = points.length; i < l; i++) {\n var point = points[i];\n this.vertices.push(new Vector3(point.x, point.y, point.z || 0));\n }\n\n return this;\n },\n sortFacesByMaterialIndex: function sortFacesByMaterialIndex() {\n var faces = this.faces;\n var length = faces.length; // tag faces\n\n for (var i = 0; i < length; i++) {\n faces[i]._id = i;\n } // sort faces\n\n\n function materialIndexSort(a, b) {\n return a.materialIndex - b.materialIndex;\n }\n\n faces.sort(materialIndexSort); // sort uvs\n\n var uvs1 = this.faceVertexUvs[0];\n var uvs2 = this.faceVertexUvs[1];\n var newUvs1, newUvs2;\n if (uvs1 && uvs1.length === length) newUvs1 = [];\n if (uvs2 && uvs2.length === length) newUvs2 = [];\n\n for (var i = 0; i < length; i++) {\n var id = faces[i]._id;\n if (newUvs1) newUvs1.push(uvs1[id]);\n if (newUvs2) newUvs2.push(uvs2[id]);\n }\n\n if (newUvs1) this.faceVertexUvs[0] = newUvs1;\n if (newUvs2) this.faceVertexUvs[1] = newUvs2;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'Geometry',\n generator: 'Geometry.toJSON'\n }\n }; // standard Geometry serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n\n if (this.parameters !== undefined) {\n var parameters = this.parameters;\n\n for (var key in parameters) {\n if (parameters[key] !== undefined) data[key] = parameters[key];\n }\n\n return data;\n }\n\n var vertices = [];\n\n for (var i = 0; i < this.vertices.length; i++) {\n var vertex = this.vertices[i];\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n\n var faces = [];\n var normals = [];\n var normalsHash = {};\n var colors = [];\n var colorsHash = {};\n var uvs = [];\n var uvsHash = {};\n\n for (var i = 0; i < this.faces.length; i++) {\n var face = this.faces[i];\n var hasMaterial = true;\n var hasFaceUv = false; // deprecated\n\n var hasFaceVertexUv = this.faceVertexUvs[0][i] !== undefined;\n var hasFaceNormal = face.normal.length() > 0;\n var hasFaceVertexNormal = face.vertexNormals.length > 0;\n var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n var hasFaceVertexColor = face.vertexColors.length > 0;\n var faceType = 0;\n faceType = setBit(faceType, 0, 0); // isQuad\n\n faceType = setBit(faceType, 1, hasMaterial);\n faceType = setBit(faceType, 2, hasFaceUv);\n faceType = setBit(faceType, 3, hasFaceVertexUv);\n faceType = setBit(faceType, 4, hasFaceNormal);\n faceType = setBit(faceType, 5, hasFaceVertexNormal);\n faceType = setBit(faceType, 6, hasFaceColor);\n faceType = setBit(faceType, 7, hasFaceVertexColor);\n faces.push(faceType);\n faces.push(face.a, face.b, face.c);\n faces.push(face.materialIndex);\n\n if (hasFaceVertexUv) {\n var faceVertexUvs = this.faceVertexUvs[0][i];\n faces.push(getUvIndex(faceVertexUvs[0]), getUvIndex(faceVertexUvs[1]), getUvIndex(faceVertexUvs[2]));\n }\n\n if (hasFaceNormal) {\n faces.push(getNormalIndex(face.normal));\n }\n\n if (hasFaceVertexNormal) {\n var vertexNormals = face.vertexNormals;\n faces.push(getNormalIndex(vertexNormals[0]), getNormalIndex(vertexNormals[1]), getNormalIndex(vertexNormals[2]));\n }\n\n if (hasFaceColor) {\n faces.push(getColorIndex(face.color));\n }\n\n if (hasFaceVertexColor) {\n var vertexColors = face.vertexColors;\n faces.push(getColorIndex(vertexColors[0]), getColorIndex(vertexColors[1]), getColorIndex(vertexColors[2]));\n }\n }\n\n function setBit(value, position, enabled) {\n return enabled ? value | 1 << position : value & ~(1 << position);\n }\n\n function getNormalIndex(normal) {\n var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n if (normalsHash[hash] !== undefined) {\n return normalsHash[hash];\n }\n\n normalsHash[hash] = normals.length / 3;\n normals.push(normal.x, normal.y, normal.z);\n return normalsHash[hash];\n }\n\n function getColorIndex(color) {\n var hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n if (colorsHash[hash] !== undefined) {\n return colorsHash[hash];\n }\n\n colorsHash[hash] = colors.length;\n colors.push(color.getHex());\n return colorsHash[hash];\n }\n\n function getUvIndex(uv) {\n var hash = uv.x.toString() + uv.y.toString();\n\n if (uvsHash[hash] !== undefined) {\n return uvsHash[hash];\n }\n\n uvsHash[hash] = uvs.length / 2;\n uvs.push(uv.x, uv.y);\n return uvsHash[hash];\n }\n\n data.data = {};\n data.data.vertices = vertices;\n data.data.normals = normals;\n if (colors.length > 0) data.data.colors = colors;\n if (uvs.length > 0) data.data.uvs = [uvs]; // temporal backward compatibility\n\n data.data.faces = faces;\n return data;\n },\n clone: function clone() {\n /*\n // Handle primitives\n \t var parameters = this.parameters;\n \t if ( parameters !== undefined ) {\n \t var values = [];\n \t for ( var key in parameters ) {\n \t values.push( parameters[ key ] );\n \t }\n \t var geometry = Object.create( this.constructor.prototype );\n this.constructor.apply( geometry, values );\n return geometry;\n \t }\n \t return new this.constructor().copy( this );\n */\n return new Geometry().copy(this);\n },\n copy: function copy(source) {\n var i, il, j, jl, k, kl; // reset\n\n this.vertices = [];\n this.colors = [];\n this.faces = [];\n this.faceVertexUvs = [[]];\n this.morphTargets = [];\n this.morphNormals = [];\n this.skinWeights = [];\n this.skinIndices = [];\n this.lineDistances = [];\n this.boundingBox = null;\n this.boundingSphere = null; // name\n\n this.name = source.name; // vertices\n\n var vertices = source.vertices;\n\n for (i = 0, il = vertices.length; i < il; i++) {\n this.vertices.push(vertices[i].clone());\n } // colors\n\n\n var colors = source.colors;\n\n for (i = 0, il = colors.length; i < il; i++) {\n this.colors.push(colors[i].clone());\n } // faces\n\n\n var faces = source.faces;\n\n for (i = 0, il = faces.length; i < il; i++) {\n this.faces.push(faces[i].clone());\n } // face vertex uvs\n\n\n for (i = 0, il = source.faceVertexUvs.length; i < il; i++) {\n var faceVertexUvs = source.faceVertexUvs[i];\n\n if (this.faceVertexUvs[i] === undefined) {\n this.faceVertexUvs[i] = [];\n }\n\n for (j = 0, jl = faceVertexUvs.length; j < jl; j++) {\n var uvs = faceVertexUvs[j],\n uvsCopy = [];\n\n for (k = 0, kl = uvs.length; k < kl; k++) {\n var uv = uvs[k];\n uvsCopy.push(uv.clone());\n }\n\n this.faceVertexUvs[i].push(uvsCopy);\n }\n } // morph targets\n\n\n var morphTargets = source.morphTargets;\n\n for (i = 0, il = morphTargets.length; i < il; i++) {\n var morphTarget = {};\n morphTarget.name = morphTargets[i].name; // vertices\n\n if (morphTargets[i].vertices !== undefined) {\n morphTarget.vertices = [];\n\n for (j = 0, jl = morphTargets[i].vertices.length; j < jl; j++) {\n morphTarget.vertices.push(morphTargets[i].vertices[j].clone());\n }\n } // normals\n\n\n if (morphTargets[i].normals !== undefined) {\n morphTarget.normals = [];\n\n for (j = 0, jl = morphTargets[i].normals.length; j < jl; j++) {\n morphTarget.normals.push(morphTargets[i].normals[j].clone());\n }\n }\n\n this.morphTargets.push(morphTarget);\n } // morph normals\n\n\n var morphNormals = source.morphNormals;\n\n for (i = 0, il = morphNormals.length; i < il; i++) {\n var morphNormal = {}; // vertex normals\n\n if (morphNormals[i].vertexNormals !== undefined) {\n morphNormal.vertexNormals = [];\n\n for (j = 0, jl = morphNormals[i].vertexNormals.length; j < jl; j++) {\n var srcVertexNormal = morphNormals[i].vertexNormals[j];\n var destVertexNormal = {};\n destVertexNormal.a = srcVertexNormal.a.clone();\n destVertexNormal.b = srcVertexNormal.b.clone();\n destVertexNormal.c = srcVertexNormal.c.clone();\n morphNormal.vertexNormals.push(destVertexNormal);\n }\n } // face normals\n\n\n if (morphNormals[i].faceNormals !== undefined) {\n morphNormal.faceNormals = [];\n\n for (j = 0, jl = morphNormals[i].faceNormals.length; j < jl; j++) {\n morphNormal.faceNormals.push(morphNormals[i].faceNormals[j].clone());\n }\n }\n\n this.morphNormals.push(morphNormal);\n } // skin weights\n\n\n var skinWeights = source.skinWeights;\n\n for (i = 0, il = skinWeights.length; i < il; i++) {\n this.skinWeights.push(skinWeights[i].clone());\n } // skin indices\n\n\n var skinIndices = source.skinIndices;\n\n for (i = 0, il = skinIndices.length; i < il; i++) {\n this.skinIndices.push(skinIndices[i].clone());\n } // line distances\n\n\n var lineDistances = source.lineDistances;\n\n for (i = 0, il = lineDistances.length; i < il; i++) {\n this.lineDistances.push(lineDistances[i]);\n } // bounding box\n\n\n var boundingBox = source.boundingBox;\n\n if (boundingBox !== null) {\n this.boundingBox = boundingBox.clone();\n } // bounding sphere\n\n\n var boundingSphere = source.boundingSphere;\n\n if (boundingSphere !== null) {\n this.boundingSphere = boundingSphere.clone();\n } // update flags\n\n\n this.elementsNeedUpdate = source.elementsNeedUpdate;\n this.verticesNeedUpdate = source.verticesNeedUpdate;\n this.uvsNeedUpdate = source.uvsNeedUpdate;\n this.normalsNeedUpdate = source.normalsNeedUpdate;\n this.colorsNeedUpdate = source.colorsNeedUpdate;\n this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n this.groupsNeedUpdate = source.groupsNeedUpdate;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferAttribute(array, itemSize, normalized) {\n if (Array.isArray(array)) {\n throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');\n }\n\n this.name = '';\n this.array = array;\n this.itemSize = itemSize;\n this.count = array !== undefined ? array.length / itemSize : 0;\n this.normalized = normalized === true;\n this.dynamic = false;\n this.updateRange = {\n offset: 0,\n count: -1\n };\n this.version = 0;\n}\n\nObject.defineProperty(BufferAttribute.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\nObject.assign(BufferAttribute.prototype, {\n isBufferAttribute: true,\n onUploadCallback: function onUploadCallback() {},\n setArray: function setArray(array) {\n if (Array.isArray(array)) {\n throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');\n }\n\n this.count = array !== undefined ? array.length / this.itemSize : 0;\n this.array = array;\n return this;\n },\n setDynamic: function setDynamic(value) {\n this.dynamic = value;\n return this;\n },\n copy: function copy(source) {\n this.name = source.name;\n this.array = new source.array.constructor(source.array);\n this.itemSize = source.itemSize;\n this.count = source.count;\n this.normalized = source.normalized;\n this.dynamic = source.dynamic;\n return this;\n },\n copyAt: function copyAt(index1, attribute, index2) {\n index1 *= this.itemSize;\n index2 *= attribute.itemSize;\n\n for (var i = 0, l = this.itemSize; i < l; i++) {\n this.array[index1 + i] = attribute.array[index2 + i];\n }\n\n return this;\n },\n copyArray: function copyArray(array) {\n this.array.set(array);\n return this;\n },\n copyColorsArray: function copyColorsArray(colors) {\n var array = this.array,\n offset = 0;\n\n for (var i = 0, l = colors.length; i < l; i++) {\n var color = colors[i];\n\n if (color === undefined) {\n console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);\n color = new Color();\n }\n\n array[offset++] = color.r;\n array[offset++] = color.g;\n array[offset++] = color.b;\n }\n\n return this;\n },\n copyVector2sArray: function copyVector2sArray(vectors) {\n var array = this.array,\n offset = 0;\n\n for (var i = 0, l = vectors.length; i < l; i++) {\n var vector = vectors[i];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);\n vector = new Vector2();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n }\n\n return this;\n },\n copyVector3sArray: function copyVector3sArray(vectors) {\n var array = this.array,\n offset = 0;\n\n for (var i = 0, l = vectors.length; i < l; i++) {\n var vector = vectors[i];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);\n vector = new Vector3();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n array[offset++] = vector.z;\n }\n\n return this;\n },\n copyVector4sArray: function copyVector4sArray(vectors) {\n var array = this.array,\n offset = 0;\n\n for (var i = 0, l = vectors.length; i < l; i++) {\n var vector = vectors[i];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);\n vector = new Vector4();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n array[offset++] = vector.z;\n array[offset++] = vector.w;\n }\n\n return this;\n },\n set: function set(value, offset) {\n if (offset === undefined) offset = 0;\n this.array.set(value, offset);\n return this;\n },\n getX: function getX(index) {\n return this.array[index * this.itemSize];\n },\n setX: function setX(index, x) {\n this.array[index * this.itemSize] = x;\n return this;\n },\n getY: function getY(index) {\n return this.array[index * this.itemSize + 1];\n },\n setY: function setY(index, y) {\n this.array[index * this.itemSize + 1] = y;\n return this;\n },\n getZ: function getZ(index) {\n return this.array[index * this.itemSize + 2];\n },\n setZ: function setZ(index, z) {\n this.array[index * this.itemSize + 2] = z;\n return this;\n },\n getW: function getW(index) {\n return this.array[index * this.itemSize + 3];\n },\n setW: function setW(index, w) {\n this.array[index * this.itemSize + 3] = w;\n return this;\n },\n setXY: function setXY(index, x, y) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n return this;\n },\n setXYZ: function setXYZ(index, x, y, z) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n this.array[index + 2] = z;\n return this;\n },\n setXYZW: function setXYZW(index, x, y, z, w) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n this.array[index + 2] = z;\n this.array[index + 3] = w;\n return this;\n },\n onUpload: function onUpload(callback) {\n this.onUploadCallback = callback;\n return this;\n },\n clone: function clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n }\n}); //\n\nfunction Int8BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int8Array(array), itemSize, normalized);\n}\n\nInt8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\nfunction Uint8BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized);\n}\n\nUint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\nfunction Uint8ClampedBufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized);\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\nfunction Int16BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int16Array(array), itemSize, normalized);\n}\n\nInt16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\nfunction Uint16BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);\n}\n\nUint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\nfunction Int32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int32Array(array), itemSize, normalized);\n}\n\nInt32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\nfunction Uint32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized);\n}\n\nUint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Float32Array(array), itemSize, normalized);\n}\n\nFloat32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\nfunction Float64BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Float64Array(array), itemSize, normalized);\n}\n\nFloat64BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectGeometry() {\n this.vertices = [];\n this.normals = [];\n this.colors = [];\n this.uvs = [];\n this.uvs2 = [];\n this.groups = [];\n this.morphTargets = {};\n this.skinWeights = [];\n this.skinIndices = []; // this.lineDistances = [];\n\n this.boundingBox = null;\n this.boundingSphere = null; // update flags\n\n this.verticesNeedUpdate = false;\n this.normalsNeedUpdate = false;\n this.colorsNeedUpdate = false;\n this.uvsNeedUpdate = false;\n this.groupsNeedUpdate = false;\n}\n\nObject.assign(DirectGeometry.prototype, {\n computeGroups: function computeGroups(geometry) {\n var group;\n var groups = [];\n var materialIndex = undefined;\n var faces = geometry.faces;\n\n for (var i = 0; i < faces.length; i++) {\n var face = faces[i]; // materials\n\n if (face.materialIndex !== materialIndex) {\n materialIndex = face.materialIndex;\n\n if (group !== undefined) {\n group.count = i * 3 - group.start;\n groups.push(group);\n }\n\n group = {\n start: i * 3,\n materialIndex: materialIndex\n };\n }\n }\n\n if (group !== undefined) {\n group.count = i * 3 - group.start;\n groups.push(group);\n }\n\n this.groups = groups;\n },\n fromGeometry: function fromGeometry(geometry) {\n var faces = geometry.faces;\n var vertices = geometry.vertices;\n var faceVertexUvs = geometry.faceVertexUvs;\n var hasFaceVertexUv = faceVertexUvs[0] && faceVertexUvs[0].length > 0;\n var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0; // morphs\n\n var morphTargets = geometry.morphTargets;\n var morphTargetsLength = morphTargets.length;\n var morphTargetsPosition;\n\n if (morphTargetsLength > 0) {\n morphTargetsPosition = [];\n\n for (var i = 0; i < morphTargetsLength; i++) {\n morphTargetsPosition[i] = {\n name: morphTargets[i].name,\n data: []\n };\n }\n\n this.morphTargets.position = morphTargetsPosition;\n }\n\n var morphNormals = geometry.morphNormals;\n var morphNormalsLength = morphNormals.length;\n var morphTargetsNormal;\n\n if (morphNormalsLength > 0) {\n morphTargetsNormal = [];\n\n for (var i = 0; i < morphNormalsLength; i++) {\n morphTargetsNormal[i] = {\n name: morphNormals[i].name,\n data: []\n };\n }\n\n this.morphTargets.normal = morphTargetsNormal;\n } // skins\n\n\n var skinIndices = geometry.skinIndices;\n var skinWeights = geometry.skinWeights;\n var hasSkinIndices = skinIndices.length === vertices.length;\n var hasSkinWeights = skinWeights.length === vertices.length; //\n\n if (vertices.length > 0 && faces.length === 0) {\n console.error('THREE.DirectGeometry: Faceless geometries are not supported.');\n }\n\n for (var i = 0; i < faces.length; i++) {\n var face = faces[i];\n this.vertices.push(vertices[face.a], vertices[face.b], vertices[face.c]);\n var vertexNormals = face.vertexNormals;\n\n if (vertexNormals.length === 3) {\n this.normals.push(vertexNormals[0], vertexNormals[1], vertexNormals[2]);\n } else {\n var normal = face.normal;\n this.normals.push(normal, normal, normal);\n }\n\n var vertexColors = face.vertexColors;\n\n if (vertexColors.length === 3) {\n this.colors.push(vertexColors[0], vertexColors[1], vertexColors[2]);\n } else {\n var color = face.color;\n this.colors.push(color, color, color);\n }\n\n if (hasFaceVertexUv === true) {\n var vertexUvs = faceVertexUvs[0][i];\n\n if (vertexUvs !== undefined) {\n this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);\n } else {\n console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i);\n this.uvs.push(new Vector2(), new Vector2(), new Vector2());\n }\n }\n\n if (hasFaceVertexUv2 === true) {\n var vertexUvs = faceVertexUvs[1][i];\n\n if (vertexUvs !== undefined) {\n this.uvs2.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);\n } else {\n console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i);\n this.uvs2.push(new Vector2(), new Vector2(), new Vector2());\n }\n } // morphs\n\n\n for (var j = 0; j < morphTargetsLength; j++) {\n var morphTarget = morphTargets[j].vertices;\n morphTargetsPosition[j].data.push(morphTarget[face.a], morphTarget[face.b], morphTarget[face.c]);\n }\n\n for (var j = 0; j < morphNormalsLength; j++) {\n var morphNormal = morphNormals[j].vertexNormals[i];\n morphTargetsNormal[j].data.push(morphNormal.a, morphNormal.b, morphNormal.c);\n } // skins\n\n\n if (hasSkinIndices) {\n this.skinIndices.push(skinIndices[face.a], skinIndices[face.b], skinIndices[face.c]);\n }\n\n if (hasSkinWeights) {\n this.skinWeights.push(skinWeights[face.a], skinWeights[face.b], skinWeights[face.c]);\n }\n }\n\n this.computeGroups(geometry);\n this.verticesNeedUpdate = geometry.verticesNeedUpdate;\n this.normalsNeedUpdate = geometry.normalsNeedUpdate;\n this.colorsNeedUpdate = geometry.colorsNeedUpdate;\n this.uvsNeedUpdate = geometry.uvsNeedUpdate;\n this.groupsNeedUpdate = geometry.groupsNeedUpdate;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction arrayMax(array) {\n if (array.length === 0) return -Infinity;\n var max = array[0];\n\n for (var i = 1, l = array.length; i < l; ++i) {\n if (array[i] > max) max = array[i];\n }\n\n return max;\n}\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nvar bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nfunction BufferGeometry() {\n Object.defineProperty(this, 'id', {\n value: bufferGeometryId += 2\n });\n this.uuid = _Math.generateUUID();\n this.name = '';\n this.type = 'BufferGeometry';\n this.index = null;\n this.attributes = {};\n this.morphAttributes = {};\n this.groups = [];\n this.boundingBox = null;\n this.boundingSphere = null;\n this.drawRange = {\n start: 0,\n count: Infinity\n };\n this.userData = {};\n}\n\nBufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: BufferGeometry,\n isBufferGeometry: true,\n getIndex: function getIndex() {\n return this.index;\n },\n setIndex: function setIndex(index) {\n if (Array.isArray(index)) {\n this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);\n } else {\n this.index = index;\n }\n },\n addAttribute: function addAttribute(name, attribute) {\n if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {\n console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');\n return this.addAttribute(name, new BufferAttribute(arguments[1], arguments[2]));\n }\n\n if (name === 'index') {\n console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');\n this.setIndex(attribute);\n return this;\n }\n\n this.attributes[name] = attribute;\n return this;\n },\n getAttribute: function getAttribute(name) {\n return this.attributes[name];\n },\n removeAttribute: function removeAttribute(name) {\n delete this.attributes[name];\n return this;\n },\n addGroup: function addGroup(start, count, materialIndex) {\n this.groups.push({\n start: start,\n count: count,\n materialIndex: materialIndex !== undefined ? materialIndex : 0\n });\n },\n clearGroups: function clearGroups() {\n this.groups = [];\n },\n setDrawRange: function setDrawRange(start, count) {\n this.drawRange.start = start;\n this.drawRange.count = count;\n },\n applyMatrix: function applyMatrix(matrix) {\n var position = this.attributes.position;\n\n if (position !== undefined) {\n matrix.applyToBufferAttribute(position);\n position.needsUpdate = true;\n }\n\n var normal = this.attributes.normal;\n\n if (normal !== undefined) {\n var normalMatrix = new Matrix3().getNormalMatrix(matrix);\n normalMatrix.applyToBufferAttribute(normal);\n normal.needsUpdate = true;\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox();\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere();\n }\n\n return this;\n },\n rotateX: function () {\n // rotate geometry around world x-axis\n var m1 = new Matrix4();\n return function rotateX(angle) {\n m1.makeRotationX(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n rotateY: function () {\n // rotate geometry around world y-axis\n var m1 = new Matrix4();\n return function rotateY(angle) {\n m1.makeRotationY(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n rotateZ: function () {\n // rotate geometry around world z-axis\n var m1 = new Matrix4();\n return function rotateZ(angle) {\n m1.makeRotationZ(angle);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n translate: function () {\n // translate geometry\n var m1 = new Matrix4();\n return function translate(x, y, z) {\n m1.makeTranslation(x, y, z);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n scale: function () {\n // scale geometry\n var m1 = new Matrix4();\n return function scale(x, y, z) {\n m1.makeScale(x, y, z);\n this.applyMatrix(m1);\n return this;\n };\n }(),\n lookAt: function () {\n var obj = new Object3D();\n return function lookAt(vector) {\n obj.lookAt(vector);\n obj.updateMatrix();\n this.applyMatrix(obj.matrix);\n };\n }(),\n center: function () {\n var offset = new Vector3();\n return function center() {\n this.computeBoundingBox();\n this.boundingBox.getCenter(offset).negate();\n this.translate(offset.x, offset.y, offset.z);\n return this;\n };\n }(),\n setFromObject: function setFromObject(object) {\n // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n var geometry = object.geometry;\n\n if (object.isPoints || object.isLine) {\n var positions = new Float32BufferAttribute(geometry.vertices.length * 3, 3);\n var colors = new Float32BufferAttribute(geometry.colors.length * 3, 3);\n this.addAttribute('position', positions.copyVector3sArray(geometry.vertices));\n this.addAttribute('color', colors.copyColorsArray(geometry.colors));\n\n if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {\n var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1);\n this.addAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances));\n }\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n } else if (object.isMesh) {\n if (geometry && geometry.isGeometry) {\n this.fromGeometry(geometry);\n }\n }\n\n return this;\n },\n setFromPoints: function setFromPoints(points) {\n var position = [];\n\n for (var i = 0, l = points.length; i < l; i++) {\n var point = points[i];\n position.push(point.x, point.y, point.z || 0);\n }\n\n this.addAttribute('position', new Float32BufferAttribute(position, 3));\n return this;\n },\n updateFromObject: function updateFromObject(object) {\n var geometry = object.geometry;\n\n if (object.isMesh) {\n var direct = geometry.__directGeometry;\n\n if (geometry.elementsNeedUpdate === true) {\n direct = undefined;\n geometry.elementsNeedUpdate = false;\n }\n\n if (direct === undefined) {\n return this.fromGeometry(geometry);\n }\n\n direct.verticesNeedUpdate = geometry.verticesNeedUpdate;\n direct.normalsNeedUpdate = geometry.normalsNeedUpdate;\n direct.colorsNeedUpdate = geometry.colorsNeedUpdate;\n direct.uvsNeedUpdate = geometry.uvsNeedUpdate;\n direct.groupsNeedUpdate = geometry.groupsNeedUpdate;\n geometry.verticesNeedUpdate = false;\n geometry.normalsNeedUpdate = false;\n geometry.colorsNeedUpdate = false;\n geometry.uvsNeedUpdate = false;\n geometry.groupsNeedUpdate = false;\n geometry = direct;\n }\n\n var attribute;\n\n if (geometry.verticesNeedUpdate === true) {\n attribute = this.attributes.position;\n\n if (attribute !== undefined) {\n attribute.copyVector3sArray(geometry.vertices);\n attribute.needsUpdate = true;\n }\n\n geometry.verticesNeedUpdate = false;\n }\n\n if (geometry.normalsNeedUpdate === true) {\n attribute = this.attributes.normal;\n\n if (attribute !== undefined) {\n attribute.copyVector3sArray(geometry.normals);\n attribute.needsUpdate = true;\n }\n\n geometry.normalsNeedUpdate = false;\n }\n\n if (geometry.colorsNeedUpdate === true) {\n attribute = this.attributes.color;\n\n if (attribute !== undefined) {\n attribute.copyColorsArray(geometry.colors);\n attribute.needsUpdate = true;\n }\n\n geometry.colorsNeedUpdate = false;\n }\n\n if (geometry.uvsNeedUpdate) {\n attribute = this.attributes.uv;\n\n if (attribute !== undefined) {\n attribute.copyVector2sArray(geometry.uvs);\n attribute.needsUpdate = true;\n }\n\n geometry.uvsNeedUpdate = false;\n }\n\n if (geometry.lineDistancesNeedUpdate) {\n attribute = this.attributes.lineDistance;\n\n if (attribute !== undefined) {\n attribute.copyArray(geometry.lineDistances);\n attribute.needsUpdate = true;\n }\n\n geometry.lineDistancesNeedUpdate = false;\n }\n\n if (geometry.groupsNeedUpdate) {\n geometry.computeGroups(object.geometry);\n this.groups = geometry.groups;\n geometry.groupsNeedUpdate = false;\n }\n\n return this;\n },\n fromGeometry: function fromGeometry(geometry) {\n geometry.__directGeometry = new DirectGeometry().fromGeometry(geometry);\n return this.fromDirectGeometry(geometry.__directGeometry);\n },\n fromDirectGeometry: function fromDirectGeometry(geometry) {\n var positions = new Float32Array(geometry.vertices.length * 3);\n this.addAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));\n\n if (geometry.normals.length > 0) {\n var normals = new Float32Array(geometry.normals.length * 3);\n this.addAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));\n }\n\n if (geometry.colors.length > 0) {\n var colors = new Float32Array(geometry.colors.length * 3);\n this.addAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors));\n }\n\n if (geometry.uvs.length > 0) {\n var uvs = new Float32Array(geometry.uvs.length * 2);\n this.addAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));\n }\n\n if (geometry.uvs2.length > 0) {\n var uvs2 = new Float32Array(geometry.uvs2.length * 2);\n this.addAttribute('uv2', new BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2));\n } // groups\n\n\n this.groups = geometry.groups; // morphs\n\n for (var name in geometry.morphTargets) {\n var array = [];\n var morphTargets = geometry.morphTargets[name];\n\n for (var i = 0, l = morphTargets.length; i < l; i++) {\n var morphTarget = morphTargets[i];\n var attribute = new Float32BufferAttribute(morphTarget.data.length * 3, 3);\n attribute.name = morphTarget.name;\n array.push(attribute.copyVector3sArray(morphTarget.data));\n }\n\n this.morphAttributes[name] = array;\n } // skinning\n\n\n if (geometry.skinIndices.length > 0) {\n var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4);\n this.addAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices));\n }\n\n if (geometry.skinWeights.length > 0) {\n var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4);\n this.addAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights));\n } //\n\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n\n return this;\n },\n computeBoundingBox: function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3();\n }\n\n var position = this.attributes.position;\n\n if (position !== undefined) {\n this.boundingBox.setFromBufferAttribute(position);\n } else {\n this.boundingBox.makeEmpty();\n }\n\n if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {\n console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n }\n },\n computeBoundingSphere: function () {\n var box = new Box3();\n var vector = new Vector3();\n return function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere();\n }\n\n var position = this.attributes.position;\n\n if (position) {\n var center = this.boundingSphere.center;\n box.setFromBufferAttribute(position);\n box.getCenter(center); // hoping to find a boundingSphere with a radius smaller than the\n // boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n var maxRadiusSq = 0;\n\n for (var i = 0, il = position.count; i < il; i++) {\n vector.x = position.getX(i);\n vector.y = position.getY(i);\n vector.z = position.getZ(i);\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq);\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n };\n }(),\n computeFaceNormals: function computeFaceNormals() {// backwards compatibility\n },\n computeVertexNormals: function computeVertexNormals() {\n var index = this.index;\n var attributes = this.attributes;\n\n if (attributes.position) {\n var positions = attributes.position.array;\n\n if (attributes.normal === undefined) {\n this.addAttribute('normal', new BufferAttribute(new Float32Array(positions.length), 3));\n } else {\n // reset existing normals to zero\n var array = attributes.normal.array;\n\n for (var i = 0, il = array.length; i < il; i++) {\n array[i] = 0;\n }\n }\n\n var normals = attributes.normal.array;\n var vA, vB, vC;\n var pA = new Vector3(),\n pB = new Vector3(),\n pC = new Vector3();\n var cb = new Vector3(),\n ab = new Vector3(); // indexed elements\n\n if (index) {\n var indices = index.array;\n\n for (var i = 0, il = index.count; i < il; i += 3) {\n vA = indices[i + 0] * 3;\n vB = indices[i + 1] * 3;\n vC = indices[i + 2] * 3;\n pA.fromArray(positions, vA);\n pB.fromArray(positions, vB);\n pC.fromArray(positions, vC);\n cb.subVectors(pC, pB);\n ab.subVectors(pA, pB);\n cb.cross(ab);\n normals[vA] += cb.x;\n normals[vA + 1] += cb.y;\n normals[vA + 2] += cb.z;\n normals[vB] += cb.x;\n normals[vB + 1] += cb.y;\n normals[vB + 2] += cb.z;\n normals[vC] += cb.x;\n normals[vC + 1] += cb.y;\n normals[vC + 2] += cb.z;\n }\n } else {\n // non-indexed elements (unconnected triangle soup)\n for (var i = 0, il = positions.length; i < il; i += 9) {\n pA.fromArray(positions, i);\n pB.fromArray(positions, i + 3);\n pC.fromArray(positions, i + 6);\n cb.subVectors(pC, pB);\n ab.subVectors(pA, pB);\n cb.cross(ab);\n normals[i] = cb.x;\n normals[i + 1] = cb.y;\n normals[i + 2] = cb.z;\n normals[i + 3] = cb.x;\n normals[i + 4] = cb.y;\n normals[i + 5] = cb.z;\n normals[i + 6] = cb.x;\n normals[i + 7] = cb.y;\n normals[i + 8] = cb.z;\n }\n }\n\n this.normalizeNormals();\n attributes.normal.needsUpdate = true;\n }\n },\n merge: function merge(geometry, offset) {\n if (!(geometry && geometry.isBufferGeometry)) {\n console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);\n return;\n }\n\n if (offset === undefined) {\n offset = 0;\n console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');\n }\n\n var attributes = this.attributes;\n\n for (var key in attributes) {\n if (geometry.attributes[key] === undefined) continue;\n var attribute1 = attributes[key];\n var attributeArray1 = attribute1.array;\n var attribute2 = geometry.attributes[key];\n var attributeArray2 = attribute2.array;\n var attributeSize = attribute2.itemSize;\n\n for (var i = 0, j = attributeSize * offset; i < attributeArray2.length; i++, j++) {\n attributeArray1[j] = attributeArray2[i];\n }\n }\n\n return this;\n },\n normalizeNormals: function () {\n var vector = new Vector3();\n return function normalizeNormals() {\n var normals = this.attributes.normal;\n\n for (var i = 0, il = normals.count; i < il; i++) {\n vector.x = normals.getX(i);\n vector.y = normals.getY(i);\n vector.z = normals.getZ(i);\n vector.normalize();\n normals.setXYZ(i, vector.x, vector.y, vector.z);\n }\n };\n }(),\n toNonIndexed: function toNonIndexed() {\n if (this.index === null) {\n console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.');\n return this;\n }\n\n var geometry2 = new BufferGeometry();\n var indices = this.index.array;\n var attributes = this.attributes;\n\n for (var name in attributes) {\n var attribute = attributes[name];\n var array = attribute.array;\n var itemSize = attribute.itemSize;\n var array2 = new array.constructor(indices.length * itemSize);\n var index = 0,\n index2 = 0;\n\n for (var i = 0, l = indices.length; i < l; i++) {\n index = indices[i] * itemSize;\n\n for (var j = 0; j < itemSize; j++) {\n array2[index2++] = array[index++];\n }\n }\n\n geometry2.addAttribute(name, new BufferAttribute(array2, itemSize));\n }\n\n var groups = this.groups;\n\n for (var i = 0, l = groups.length; i < l; i++) {\n var group = groups[i];\n geometry2.addGroup(group.start, group.count, group.materialIndex);\n }\n\n return geometry2;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'BufferGeometry',\n generator: 'BufferGeometry.toJSON'\n }\n }; // standard BufferGeometry serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n if (Object.keys(this.userData).length > 0) data.userData = this.userData;\n\n if (this.parameters !== undefined) {\n var parameters = this.parameters;\n\n for (var key in parameters) {\n if (parameters[key] !== undefined) data[key] = parameters[key];\n }\n\n return data;\n }\n\n data.data = {\n attributes: {}\n };\n var index = this.index;\n\n if (index !== null) {\n var array = Array.prototype.slice.call(index.array);\n data.data.index = {\n type: index.array.constructor.name,\n array: array\n };\n }\n\n var attributes = this.attributes;\n\n for (var key in attributes) {\n var attribute = attributes[key];\n var array = Array.prototype.slice.call(attribute.array);\n data.data.attributes[key] = {\n itemSize: attribute.itemSize,\n type: attribute.array.constructor.name,\n array: array,\n normalized: attribute.normalized\n };\n }\n\n var groups = this.groups;\n\n if (groups.length > 0) {\n data.data.groups = JSON.parse(JSON.stringify(groups));\n }\n\n var boundingSphere = this.boundingSphere;\n\n if (boundingSphere !== null) {\n data.data.boundingSphere = {\n center: boundingSphere.center.toArray(),\n radius: boundingSphere.radius\n };\n }\n\n return data;\n },\n clone: function clone() {\n /*\n // Handle primitives\n \t var parameters = this.parameters;\n \t if ( parameters !== undefined ) {\n \t var values = [];\n \t for ( var key in parameters ) {\n \t values.push( parameters[ key ] );\n \t }\n \t var geometry = Object.create( this.constructor.prototype );\n this.constructor.apply( geometry, values );\n return geometry;\n \t }\n \t return new this.constructor().copy( this );\n */\n return new BufferGeometry().copy(this);\n },\n copy: function copy(source) {\n var name, i, l; // reset\n\n this.index = null;\n this.attributes = {};\n this.morphAttributes = {};\n this.groups = [];\n this.boundingBox = null;\n this.boundingSphere = null; // name\n\n this.name = source.name; // index\n\n var index = source.index;\n\n if (index !== null) {\n this.setIndex(index.clone());\n } // attributes\n\n\n var attributes = source.attributes;\n\n for (name in attributes) {\n var attribute = attributes[name];\n this.addAttribute(name, attribute.clone());\n } // morph attributes\n\n\n var morphAttributes = source.morphAttributes;\n\n for (name in morphAttributes) {\n var array = [];\n var morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes\n\n for (i = 0, l = morphAttribute.length; i < l; i++) {\n array.push(morphAttribute[i].clone());\n }\n\n this.morphAttributes[name] = array;\n } // groups\n\n\n var groups = source.groups;\n\n for (i = 0, l = groups.length; i < l; i++) {\n var group = groups[i];\n this.addGroup(group.start, group.count, group.materialIndex);\n } // bounding box\n\n\n var boundingBox = source.boundingBox;\n\n if (boundingBox !== null) {\n this.boundingBox = boundingBox.clone();\n } // bounding sphere\n\n\n var boundingSphere = source.boundingSphere;\n\n if (boundingSphere !== null) {\n this.boundingSphere = boundingSphere.clone();\n } // draw range\n\n\n this.drawRange.start = source.drawRange.start;\n this.drawRange.count = source.drawRange.count; // user data\n\n this.userData = source.userData;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n// BoxGeometry\n\nfunction BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {\n Geometry.call(this);\n this.type = 'BoxGeometry';\n this.parameters = {\n width: width,\n height: height,\n depth: depth,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n depthSegments: depthSegments\n };\n this.fromBufferGeometry(new BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments));\n this.mergeVertices();\n}\n\nBoxGeometry.prototype = Object.create(Geometry.prototype);\nBoxGeometry.prototype.constructor = BoxGeometry; // BoxBufferGeometry\n\nfunction BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {\n BufferGeometry.call(this);\n this.type = 'BoxBufferGeometry';\n this.parameters = {\n width: width,\n height: height,\n depth: depth,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n depthSegments: depthSegments\n };\n var scope = this;\n width = width || 1;\n height = height || 1;\n depth = depth || 1; // segments\n\n widthSegments = Math.floor(widthSegments) || 1;\n heightSegments = Math.floor(heightSegments) || 1;\n depthSegments = Math.floor(depthSegments) || 1; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var numberOfVertices = 0;\n var groupStart = 0; // build each side of the box geometry\n\n buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px\n\n buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx\n\n buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py\n\n buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny\n\n buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz\n\n buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz\n // build geometry\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {\n var segmentWidth = width / gridX;\n var segmentHeight = height / gridY;\n var widthHalf = width / 2;\n var heightHalf = height / 2;\n var depthHalf = depth / 2;\n var gridX1 = gridX + 1;\n var gridY1 = gridY + 1;\n var vertexCounter = 0;\n var groupCount = 0;\n var ix, iy;\n var vector = new Vector3(); // generate vertices, normals and uvs\n\n for (iy = 0; iy < gridY1; iy++) {\n var y = iy * segmentHeight - heightHalf;\n\n for (ix = 0; ix < gridX1; ix++) {\n var x = ix * segmentWidth - widthHalf; // set values to correct vector component\n\n vector[u] = x * udir;\n vector[v] = y * vdir;\n vector[w] = depthHalf; // now apply vector to vertex buffer\n\n vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component\n\n vector[u] = 0;\n vector[v] = 0;\n vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer\n\n normals.push(vector.x, vector.y, vector.z); // uvs\n\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY); // counters\n\n vertexCounter += 1;\n }\n } // indices\n // 1. you need three indices to draw a single face\n // 2. a single segment consists of two faces\n // 3. so we need to generate six (2*3) indices per segment\n\n\n for (iy = 0; iy < gridY; iy++) {\n for (ix = 0; ix < gridX; ix++) {\n var a = numberOfVertices + ix + gridX1 * iy;\n var b = numberOfVertices + ix + gridX1 * (iy + 1);\n var c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);\n var d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d); // increase counter\n\n groupCount += 6;\n }\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups\n\n groupStart += groupCount; // update total number of vertices\n\n numberOfVertices += vertexCounter;\n }\n}\n\nBoxBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nBoxBufferGeometry.prototype.constructor = BoxBufferGeometry;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n// PlaneGeometry\n\nfunction PlaneGeometry(width, height, widthSegments, heightSegments) {\n Geometry.call(this);\n this.type = 'PlaneGeometry';\n this.parameters = {\n width: width,\n height: height,\n widthSegments: widthSegments,\n heightSegments: heightSegments\n };\n this.fromBufferGeometry(new PlaneBufferGeometry(width, height, widthSegments, heightSegments));\n this.mergeVertices();\n}\n\nPlaneGeometry.prototype = Object.create(Geometry.prototype);\nPlaneGeometry.prototype.constructor = PlaneGeometry; // PlaneBufferGeometry\n\nfunction PlaneBufferGeometry(width, height, widthSegments, heightSegments) {\n BufferGeometry.call(this);\n this.type = 'PlaneBufferGeometry';\n this.parameters = {\n width: width,\n height: height,\n widthSegments: widthSegments,\n heightSegments: heightSegments\n };\n width = width || 1;\n height = height || 1;\n var width_half = width / 2;\n var height_half = height / 2;\n var gridX = Math.floor(widthSegments) || 1;\n var gridY = Math.floor(heightSegments) || 1;\n var gridX1 = gridX + 1;\n var gridY1 = gridY + 1;\n var segment_width = width / gridX;\n var segment_height = height / gridY;\n var ix, iy; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // generate vertices, normals and uvs\n\n for (iy = 0; iy < gridY1; iy++) {\n var y = iy * segment_height - height_half;\n\n for (ix = 0; ix < gridX1; ix++) {\n var x = ix * segment_width - width_half;\n vertices.push(x, -y, 0);\n normals.push(0, 0, 1);\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY);\n }\n } // indices\n\n\n for (iy = 0; iy < gridY; iy++) {\n for (ix = 0; ix < gridX; ix++) {\n var a = ix + gridX1 * iy;\n var b = ix + gridX1 * (iy + 1);\n var c = ix + 1 + gridX1 * (iy + 1);\n var d = ix + 1 + gridX1 * iy; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nPlaneBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nPlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar materialId = 0;\n\nfunction Material() {\n Object.defineProperty(this, 'id', {\n value: materialId++\n });\n this.uuid = _Math.generateUUID();\n this.name = '';\n this.type = 'Material';\n this.fog = true;\n this.lights = true;\n this.blending = NormalBlending;\n this.side = FrontSide;\n this.flatShading = false;\n this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors\n\n this.opacity = 1;\n this.transparent = false;\n this.blendSrc = SrcAlphaFactor;\n this.blendDst = OneMinusSrcAlphaFactor;\n this.blendEquation = AddEquation;\n this.blendSrcAlpha = null;\n this.blendDstAlpha = null;\n this.blendEquationAlpha = null;\n this.depthFunc = LessEqualDepth;\n this.depthTest = true;\n this.depthWrite = true;\n this.clippingPlanes = null;\n this.clipIntersection = false;\n this.clipShadows = false;\n this.shadowSide = null;\n this.colorWrite = true;\n this.precision = null; // override the renderer's default precision for this material\n\n this.polygonOffset = false;\n this.polygonOffsetFactor = 0;\n this.polygonOffsetUnits = 0;\n this.dithering = false;\n this.alphaTest = 0;\n this.premultipliedAlpha = false;\n this.visible = true;\n this.userData = {};\n this.needsUpdate = true;\n}\n\nMaterial.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Material,\n isMaterial: true,\n onBeforeCompile: function onBeforeCompile() {},\n setValues: function setValues(values) {\n if (values === undefined) return;\n\n for (var key in values) {\n var newValue = values[key];\n\n if (newValue === undefined) {\n console.warn(\"THREE.Material: '\" + key + \"' parameter is undefined.\");\n continue;\n } // for backward compatability if shading is set in the constructor\n\n\n if (key === 'shading') {\n console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n this.flatShading = newValue === FlatShading ? true : false;\n continue;\n }\n\n var currentValue = this[key];\n\n if (currentValue === undefined) {\n console.warn(\"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\");\n continue;\n }\n\n if (currentValue && currentValue.isColor) {\n currentValue.set(newValue);\n } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {\n currentValue.copy(newValue);\n } else {\n this[key] = newValue;\n }\n }\n },\n toJSON: function toJSON(meta) {\n var isRoot = meta === undefined || typeof meta === 'string';\n\n if (isRoot) {\n meta = {\n textures: {},\n images: {}\n };\n }\n\n var data = {\n metadata: {\n version: 4.5,\n type: 'Material',\n generator: 'Material.toJSON'\n }\n }; // standard Material serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n if (this.color && this.color.isColor) data.color = this.color.getHex();\n if (this.roughness !== undefined) data.roughness = this.roughness;\n if (this.metalness !== undefined) data.metalness = this.metalness;\n if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();\n if (this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;\n if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();\n if (this.shininess !== undefined) data.shininess = this.shininess;\n if (this.clearCoat !== undefined) data.clearCoat = this.clearCoat;\n if (this.clearCoatRoughness !== undefined) data.clearCoatRoughness = this.clearCoatRoughness;\n if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;\n if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;\n if (this.lightMap && this.lightMap.isTexture) data.lightMap = this.lightMap.toJSON(meta).uuid;\n\n if (this.aoMap && this.aoMap.isTexture) {\n data.aoMap = this.aoMap.toJSON(meta).uuid;\n data.aoMapIntensity = this.aoMapIntensity;\n }\n\n if (this.bumpMap && this.bumpMap.isTexture) {\n data.bumpMap = this.bumpMap.toJSON(meta).uuid;\n data.bumpScale = this.bumpScale;\n }\n\n if (this.normalMap && this.normalMap.isTexture) {\n data.normalMap = this.normalMap.toJSON(meta).uuid;\n data.normalMapType = this.normalMapType;\n data.normalScale = this.normalScale.toArray();\n }\n\n if (this.displacementMap && this.displacementMap.isTexture) {\n data.displacementMap = this.displacementMap.toJSON(meta).uuid;\n data.displacementScale = this.displacementScale;\n data.displacementBias = this.displacementBias;\n }\n\n if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;\n if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;\n if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;\n if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;\n\n if (this.envMap && this.envMap.isTexture) {\n data.envMap = this.envMap.toJSON(meta).uuid;\n data.reflectivity = this.reflectivity; // Scale behind envMap\n\n if (this.combine !== undefined) data.combine = this.combine;\n if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;\n }\n\n if (this.gradientMap && this.gradientMap.isTexture) {\n data.gradientMap = this.gradientMap.toJSON(meta).uuid;\n }\n\n if (this.size !== undefined) data.size = this.size;\n if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;\n if (this.blending !== NormalBlending) data.blending = this.blending;\n if (this.flatShading === true) data.flatShading = this.flatShading;\n if (this.side !== FrontSide) data.side = this.side;\n if (this.vertexColors !== NoColors) data.vertexColors = this.vertexColors;\n if (this.opacity < 1) data.opacity = this.opacity;\n if (this.transparent === true) data.transparent = this.transparent;\n data.depthFunc = this.depthFunc;\n data.depthTest = this.depthTest;\n data.depthWrite = this.depthWrite; // rotation (SpriteMaterial)\n\n if (this.rotation !== 0) data.rotation = this.rotation;\n if (this.polygonOffset === true) data.polygonOffset = true;\n if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;\n if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;\n if (this.linewidth !== 1) data.linewidth = this.linewidth;\n if (this.dashSize !== undefined) data.dashSize = this.dashSize;\n if (this.gapSize !== undefined) data.gapSize = this.gapSize;\n if (this.scale !== undefined) data.scale = this.scale;\n if (this.dithering === true) data.dithering = true;\n if (this.alphaTest > 0) data.alphaTest = this.alphaTest;\n if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;\n if (this.wireframe === true) data.wireframe = this.wireframe;\n if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;\n if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;\n if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;\n if (this.morphTargets === true) data.morphTargets = true;\n if (this.skinning === true) data.skinning = true;\n if (this.visible === false) data.visible = false;\n if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON\n\n function extractFromCache(cache) {\n var values = [];\n\n for (var key in cache) {\n var data = cache[key];\n delete data.metadata;\n values.push(data);\n }\n\n return values;\n }\n\n if (isRoot) {\n var textures = extractFromCache(meta.textures);\n var images = extractFromCache(meta.images);\n if (textures.length > 0) data.textures = textures;\n if (images.length > 0) data.images = images;\n }\n\n return data;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.name = source.name;\n this.fog = source.fog;\n this.lights = source.lights;\n this.blending = source.blending;\n this.side = source.side;\n this.flatShading = source.flatShading;\n this.vertexColors = source.vertexColors;\n this.opacity = source.opacity;\n this.transparent = source.transparent;\n this.blendSrc = source.blendSrc;\n this.blendDst = source.blendDst;\n this.blendEquation = source.blendEquation;\n this.blendSrcAlpha = source.blendSrcAlpha;\n this.blendDstAlpha = source.blendDstAlpha;\n this.blendEquationAlpha = source.blendEquationAlpha;\n this.depthFunc = source.depthFunc;\n this.depthTest = source.depthTest;\n this.depthWrite = source.depthWrite;\n this.colorWrite = source.colorWrite;\n this.precision = source.precision;\n this.polygonOffset = source.polygonOffset;\n this.polygonOffsetFactor = source.polygonOffsetFactor;\n this.polygonOffsetUnits = source.polygonOffsetUnits;\n this.dithering = source.dithering;\n this.alphaTest = source.alphaTest;\n this.premultipliedAlpha = source.premultipliedAlpha;\n this.visible = source.visible;\n this.userData = JSON.parse(JSON.stringify(source.userData));\n this.clipShadows = source.clipShadows;\n this.clipIntersection = source.clipIntersection;\n var srcPlanes = source.clippingPlanes,\n dstPlanes = null;\n\n if (srcPlanes !== null) {\n var n = srcPlanes.length;\n dstPlanes = new Array(n);\n\n for (var i = 0; i !== n; ++i) {\n dstPlanes[i] = srcPlanes[i].clone();\n }\n }\n\n this.clippingPlanes = dstPlanes;\n this.shadowSide = source.shadowSide;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial(parameters) {\n Material.call(this);\n this.type = 'ShaderMaterial';\n this.defines = {};\n this.uniforms = {};\n this.vertexShader = 'void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}';\n this.fragmentShader = 'void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}';\n this.linewidth = 1;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false; // set to use scene fog\n\n this.lights = false; // set to use scene lights\n\n this.clipping = false; // set to use user-defined clipping planes\n\n this.skinning = false; // set to use skinning attribute streams\n\n this.morphTargets = false; // set to use morph targets\n\n this.morphNormals = false; // set to use morph normals\n\n this.extensions = {\n derivatives: false,\n // set to use derivatives\n fragDepth: false,\n // set to use fragment depth values\n drawBuffers: false,\n // set to use draw buffers\n shaderTextureLOD: false // set to use shader texture LOD\n\n }; // When rendered geometry doesn't include these attributes but the material does,\n // use these default values in WebGL. This avoids errors when buffer data is missing.\n\n this.defaultAttributeValues = {\n 'color': [1, 1, 1],\n 'uv': [0, 0],\n 'uv2': [0, 0]\n };\n this.index0AttributeName = undefined;\n this.uniformsNeedUpdate = false;\n\n if (parameters !== undefined) {\n if (parameters.attributes !== undefined) {\n console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');\n }\n\n this.setValues(parameters);\n }\n}\n\nShaderMaterial.prototype = Object.create(Material.prototype);\nShaderMaterial.prototype.constructor = ShaderMaterial;\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.fragmentShader = source.fragmentShader;\n this.vertexShader = source.vertexShader;\n this.uniforms = cloneUniforms(source.uniforms);\n this.defines = Object.assign({}, source.defines);\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.lights = source.lights;\n this.clipping = source.clipping;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n this.extensions = source.extensions;\n return this;\n};\n\nShaderMaterial.prototype.toJSON = function (meta) {\n var data = Material.prototype.toJSON.call(this, meta);\n data.uniforms = {};\n\n for (var name in this.uniforms) {\n var uniform = this.uniforms[name];\n var value = uniform.value;\n\n if (value && value.isTexture) {\n data.uniforms[name] = {\n type: 't',\n value: value.toJSON(meta).uuid\n };\n } else if (value && value.isColor) {\n data.uniforms[name] = {\n type: 'c',\n value: value.getHex()\n };\n } else if (value && value.isVector2) {\n data.uniforms[name] = {\n type: 'v2',\n value: value.toArray()\n };\n } else if (value && value.isVector3) {\n data.uniforms[name] = {\n type: 'v3',\n value: value.toArray()\n };\n } else if (value && value.isVector4) {\n data.uniforms[name] = {\n type: 'v4',\n value: value.toArray()\n };\n } else if (value && value.isMatrix4) {\n data.uniforms[name] = {\n type: 'm4',\n value: value.toArray()\n };\n } else {\n data.uniforms[name] = {\n value: value\n }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n }\n }\n\n if (Object.keys(this.defines).length > 0) data.defines = this.defines;\n data.vertexShader = this.vertexShader;\n data.fragmentShader = this.fragmentShader;\n var extensions = {};\n\n for (var key in this.extensions) {\n if (this.extensions[key] === true) extensions[key] = true;\n }\n\n if (Object.keys(extensions).length > 0) data.extensions = extensions;\n return data;\n};\n/**\n * @author bhouston / http://clara.io\n */\n\n\nfunction Ray(origin, direction) {\n this.origin = origin !== undefined ? origin : new Vector3();\n this.direction = direction !== undefined ? direction : new Vector3();\n}\n\nObject.assign(Ray.prototype, {\n set: function set(origin, direction) {\n this.origin.copy(origin);\n this.direction.copy(direction);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(ray) {\n this.origin.copy(ray.origin);\n this.direction.copy(ray.direction);\n return this;\n },\n at: function at(t, target) {\n if (target === undefined) {\n console.warn('THREE.Ray: .at() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.direction).multiplyScalar(t).add(this.origin);\n },\n lookAt: function lookAt(v) {\n this.direction.copy(v).sub(this.origin).normalize();\n return this;\n },\n recast: function () {\n var v1 = new Vector3();\n return function recast(t) {\n this.origin.copy(this.at(t, v1));\n return this;\n };\n }(),\n closestPointToPoint: function closestPointToPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Ray: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n target.subVectors(point, this.origin);\n var directionDistance = target.dot(this.direction);\n\n if (directionDistance < 0) {\n return target.copy(this.origin);\n }\n\n return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n },\n distanceToPoint: function distanceToPoint(point) {\n return Math.sqrt(this.distanceSqToPoint(point));\n },\n distanceSqToPoint: function () {\n var v1 = new Vector3();\n return function distanceSqToPoint(point) {\n var directionDistance = v1.subVectors(point, this.origin).dot(this.direction); // point behind the ray\n\n if (directionDistance < 0) {\n return this.origin.distanceToSquared(point);\n }\n\n v1.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n return v1.distanceToSquared(point);\n };\n }(),\n distanceSqToSegment: function () {\n var segCenter = new Vector3();\n var segDir = new Vector3();\n var diff = new Vector3();\n return function distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {\n // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n // It returns the min distance between the ray and the segment\n // defined by v0 and v1\n // It can also set two optional targets :\n // - The closest point on the ray\n // - The closest point on the segment\n segCenter.copy(v0).add(v1).multiplyScalar(0.5);\n segDir.copy(v1).sub(v0).normalize();\n diff.copy(this.origin).sub(segCenter);\n var segExtent = v0.distanceTo(v1) * 0.5;\n var a01 = -this.direction.dot(segDir);\n var b0 = diff.dot(this.direction);\n var b1 = -diff.dot(segDir);\n var c = diff.lengthSq();\n var det = Math.abs(1 - a01 * a01);\n var s0, s1, sqrDist, extDet;\n\n if (det > 0) {\n // The ray and segment are not parallel.\n s0 = a01 * b1 - b0;\n s1 = a01 * b0 - b1;\n extDet = segExtent * det;\n\n if (s0 >= 0) {\n if (s1 >= -extDet) {\n if (s1 <= extDet) {\n // region 0\n // Minimum at interior points of ray and segment.\n var invDet = 1 / det;\n s0 *= invDet;\n s1 *= invDet;\n sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;\n } else {\n // region 1\n s1 = segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n } else {\n // region 5\n s1 = -segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n } else {\n if (s1 <= -extDet) {\n // region 4\n s0 = Math.max(0, -(-a01 * segExtent + b0));\n s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n } else if (s1 <= extDet) {\n // region 3\n s0 = 0;\n s1 = Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = s1 * (s1 + 2 * b1) + c;\n } else {\n // region 2\n s0 = Math.max(0, -(a01 * segExtent + b0));\n s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n }\n } else {\n // Ray and segment are parallel.\n s1 = a01 > 0 ? -segExtent : segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n\n if (optionalPointOnRay) {\n optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);\n }\n\n if (optionalPointOnSegment) {\n optionalPointOnSegment.copy(segDir).multiplyScalar(s1).add(segCenter);\n }\n\n return sqrDist;\n };\n }(),\n intersectSphere: function () {\n var v1 = new Vector3();\n return function intersectSphere(sphere, target) {\n v1.subVectors(sphere.center, this.origin);\n var tca = v1.dot(this.direction);\n var d2 = v1.dot(v1) - tca * tca;\n var radius2 = sphere.radius * sphere.radius;\n if (d2 > radius2) return null;\n var thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere\n\n var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere\n\n var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null\n\n if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:\n // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n // in order to always return an intersect point that is in front of the ray.\n\n if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0\n\n return this.at(t0, target);\n };\n }(),\n intersectsSphere: function intersectsSphere(sphere) {\n return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;\n },\n distanceToPlane: function distanceToPlane(plane) {\n var denominator = plane.normal.dot(this.direction);\n\n if (denominator === 0) {\n // line is coplanar, return origin\n if (plane.distanceToPoint(this.origin) === 0) {\n return 0;\n } // Null is preferable to undefined since undefined means.... it is undefined\n\n\n return null;\n }\n\n var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane\n\n return t >= 0 ? t : null;\n },\n intersectPlane: function intersectPlane(plane, target) {\n var t = this.distanceToPlane(plane);\n\n if (t === null) {\n return null;\n }\n\n return this.at(t, target);\n },\n intersectsPlane: function intersectsPlane(plane) {\n // check if the ray lies on the plane first\n var distToPoint = plane.distanceToPoint(this.origin);\n\n if (distToPoint === 0) {\n return true;\n }\n\n var denominator = plane.normal.dot(this.direction);\n\n if (denominator * distToPoint < 0) {\n return true;\n } // ray origin is behind the plane (and is pointing behind it)\n\n\n return false;\n },\n intersectBox: function intersectBox(box, target) {\n var tmin, tmax, tymin, tymax, tzmin, tzmax;\n var invdirx = 1 / this.direction.x,\n invdiry = 1 / this.direction.y,\n invdirz = 1 / this.direction.z;\n var origin = this.origin;\n\n if (invdirx >= 0) {\n tmin = (box.min.x - origin.x) * invdirx;\n tmax = (box.max.x - origin.x) * invdirx;\n } else {\n tmin = (box.max.x - origin.x) * invdirx;\n tmax = (box.min.x - origin.x) * invdirx;\n }\n\n if (invdiry >= 0) {\n tymin = (box.min.y - origin.y) * invdiry;\n tymax = (box.max.y - origin.y) * invdiry;\n } else {\n tymin = (box.max.y - origin.y) * invdiry;\n tymax = (box.min.y - origin.y) * invdiry;\n }\n\n if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN\n // (result of 0 * Infinity). x !== x returns true if x is NaN\n\n if (tymin > tmin || tmin !== tmin) tmin = tymin;\n if (tymax < tmax || tmax !== tmax) tmax = tymax;\n\n if (invdirz >= 0) {\n tzmin = (box.min.z - origin.z) * invdirz;\n tzmax = (box.max.z - origin.z) * invdirz;\n } else {\n tzmin = (box.max.z - origin.z) * invdirz;\n tzmax = (box.min.z - origin.z) * invdirz;\n }\n\n if (tmin > tzmax || tzmin > tmax) return null;\n if (tzmin > tmin || tmin !== tmin) tmin = tzmin;\n if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)\n\n if (tmax < 0) return null;\n return this.at(tmin >= 0 ? tmin : tmax, target);\n },\n intersectsBox: function () {\n var v = new Vector3();\n return function intersectsBox(box) {\n return this.intersectBox(box, v) !== null;\n };\n }(),\n intersectTriangle: function () {\n // Compute the offset origin, edges, and normal.\n var diff = new Vector3();\n var edge1 = new Vector3();\n var edge2 = new Vector3();\n var normal = new Vector3();\n return function intersectTriangle(a, b, c, backfaceCulling, target) {\n // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n edge1.subVectors(b, a);\n edge2.subVectors(c, a);\n normal.crossVectors(edge1, edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\n var DdN = this.direction.dot(normal);\n var sign;\n\n if (DdN > 0) {\n if (backfaceCulling) return null;\n sign = 1;\n } else if (DdN < 0) {\n sign = -1;\n DdN = -DdN;\n } else {\n return null;\n }\n\n diff.subVectors(this.origin, a);\n var DdQxE2 = sign * this.direction.dot(edge2.crossVectors(diff, edge2)); // b1 < 0, no intersection\n\n if (DdQxE2 < 0) {\n return null;\n }\n\n var DdE1xQ = sign * this.direction.dot(edge1.cross(diff)); // b2 < 0, no intersection\n\n if (DdE1xQ < 0) {\n return null;\n } // b1+b2 > 1, no intersection\n\n\n if (DdQxE2 + DdE1xQ > DdN) {\n return null;\n } // Line intersects triangle, check if ray does.\n\n\n var QdN = -sign * diff.dot(normal); // t < 0, no intersection\n\n if (QdN < 0) {\n return null;\n } // Ray intersects triangle.\n\n\n return this.at(QdN / DdN, target);\n };\n }(),\n applyMatrix4: function applyMatrix4(matrix4) {\n this.origin.applyMatrix4(matrix4);\n this.direction.transformDirection(matrix4);\n return this;\n },\n equals: function equals(ray) {\n return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);\n }\n});\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Triangle(a, b, c) {\n this.a = a !== undefined ? a : new Vector3();\n this.b = b !== undefined ? b : new Vector3();\n this.c = c !== undefined ? c : new Vector3();\n}\n\nObject.assign(Triangle, {\n getNormal: function () {\n var v0 = new Vector3();\n return function getNormal(a, b, c, target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getNormal() target is now required');\n target = new Vector3();\n }\n\n target.subVectors(c, b);\n v0.subVectors(a, b);\n target.cross(v0);\n var targetLengthSq = target.lengthSq();\n\n if (targetLengthSq > 0) {\n return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));\n }\n\n return target.set(0, 0, 0);\n };\n }(),\n // static/instance method to calculate barycentric coordinates\n // based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n getBarycoord: function () {\n var v0 = new Vector3();\n var v1 = new Vector3();\n var v2 = new Vector3();\n return function getBarycoord(point, a, b, c, target) {\n v0.subVectors(c, a);\n v1.subVectors(b, a);\n v2.subVectors(point, a);\n var dot00 = v0.dot(v0);\n var dot01 = v0.dot(v1);\n var dot02 = v0.dot(v2);\n var dot11 = v1.dot(v1);\n var dot12 = v1.dot(v2);\n var denom = dot00 * dot11 - dot01 * dot01;\n\n if (target === undefined) {\n console.warn('THREE.Triangle: .getBarycoord() target is now required');\n target = new Vector3();\n } // collinear or singular triangle\n\n\n if (denom === 0) {\n // arbitrary location outside of triangle?\n // not sure if this is the best idea, maybe should be returning undefined\n return target.set(-2, -1, -1);\n }\n\n var invDenom = 1 / denom;\n var u = (dot11 * dot02 - dot01 * dot12) * invDenom;\n var v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1\n\n return target.set(1 - u - v, v, u);\n };\n }(),\n containsPoint: function () {\n var v1 = new Vector3();\n return function containsPoint(point, a, b, c) {\n Triangle.getBarycoord(point, a, b, c, v1);\n return v1.x >= 0 && v1.y >= 0 && v1.x + v1.y <= 1;\n };\n }(),\n getUV: function () {\n var barycoord = new Vector3();\n return function getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {\n this.getBarycoord(point, p1, p2, p3, barycoord);\n target.set(0, 0);\n target.addScaledVector(uv1, barycoord.x);\n target.addScaledVector(uv2, barycoord.y);\n target.addScaledVector(uv3, barycoord.z);\n return target;\n };\n }()\n});\nObject.assign(Triangle.prototype, {\n set: function set(a, b, c) {\n this.a.copy(a);\n this.b.copy(b);\n this.c.copy(c);\n return this;\n },\n setFromPointsAndIndices: function setFromPointsAndIndices(points, i0, i1, i2) {\n this.a.copy(points[i0]);\n this.b.copy(points[i1]);\n this.c.copy(points[i2]);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(triangle) {\n this.a.copy(triangle.a);\n this.b.copy(triangle.b);\n this.c.copy(triangle.c);\n return this;\n },\n getArea: function () {\n var v0 = new Vector3();\n var v1 = new Vector3();\n return function getArea() {\n v0.subVectors(this.c, this.b);\n v1.subVectors(this.a, this.b);\n return v0.cross(v1).length() * 0.5;\n };\n }(),\n getMidpoint: function getMidpoint(target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getMidpoint() target is now required');\n target = new Vector3();\n }\n\n return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n },\n getNormal: function getNormal(target) {\n return Triangle.getNormal(this.a, this.b, this.c, target);\n },\n getPlane: function getPlane(target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getPlane() target is now required');\n target = new Vector3();\n }\n\n return target.setFromCoplanarPoints(this.a, this.b, this.c);\n },\n getBarycoord: function getBarycoord(point, target) {\n return Triangle.getBarycoord(point, this.a, this.b, this.c, target);\n },\n containsPoint: function containsPoint(point) {\n return Triangle.containsPoint(point, this.a, this.b, this.c);\n },\n getUV: function getUV(point, uv1, uv2, uv3, result) {\n return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, result);\n },\n intersectsBox: function intersectsBox(box) {\n return box.intersectsTriangle(this);\n },\n closestPointToPoint: function () {\n var vab = new Vector3();\n var vac = new Vector3();\n var vbc = new Vector3();\n var vap = new Vector3();\n var vbp = new Vector3();\n var vcp = new Vector3();\n return function closestPointToPoint(p, target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n var a = this.a,\n b = this.b,\n c = this.c;\n var v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n // under the accompanying license; see chapter 5.1.5 for detailed explanation.\n // basically, we're distinguishing which of the voronoi regions of the triangle\n // the point lies in with the minimum amount of redundant computation.\n\n vab.subVectors(b, a);\n vac.subVectors(c, a);\n vap.subVectors(p, a);\n var d1 = vab.dot(vap);\n var d2 = vac.dot(vap);\n\n if (d1 <= 0 && d2 <= 0) {\n // vertex region of A; barycentric coords (1, 0, 0)\n return target.copy(a);\n }\n\n vbp.subVectors(p, b);\n var d3 = vab.dot(vbp);\n var d4 = vac.dot(vbp);\n\n if (d3 >= 0 && d4 <= d3) {\n // vertex region of B; barycentric coords (0, 1, 0)\n return target.copy(b);\n }\n\n var vc = d1 * d4 - d3 * d2;\n\n if (vc <= 0 && d1 >= 0 && d3 <= 0) {\n v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)\n\n return target.copy(a).addScaledVector(vab, v);\n }\n\n vcp.subVectors(p, c);\n var d5 = vab.dot(vcp);\n var d6 = vac.dot(vcp);\n\n if (d6 >= 0 && d5 <= d6) {\n // vertex region of C; barycentric coords (0, 0, 1)\n return target.copy(c);\n }\n\n var vb = d5 * d2 - d1 * d6;\n\n if (vb <= 0 && d2 >= 0 && d6 <= 0) {\n w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)\n\n return target.copy(a).addScaledVector(vac, w);\n }\n\n var va = d3 * d6 - d5 * d4;\n\n if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {\n vbc.subVectors(c, b);\n w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)\n\n return target.copy(b).addScaledVector(vbc, w); // edge region of BC\n } // face region\n\n\n var denom = 1 / (va + vb + vc); // u = va * denom\n\n v = vb * denom;\n w = vc * denom;\n return target.copy(a).addScaledVector(vab, v).addScaledVector(vac, w);\n };\n }(),\n equals: function equals(triangle) {\n return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshBasicMaterial';\n this.color = new Color(0xffffff); // emissive\n\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.lights = false;\n this.setValues(parameters);\n}\n\nMeshBasicMaterial.prototype = Object.create(Material.prototype);\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author jonobr1 / http://jonobr1.com/\n */\n\n\nfunction Mesh(geometry, material) {\n Object3D.call(this);\n this.type = 'Mesh';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new MeshBasicMaterial({\n color: Math.random() * 0xffffff\n });\n this.drawMode = TrianglesDrawMode;\n this.updateMorphTargets();\n}\n\nMesh.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Mesh,\n isMesh: true,\n setDrawMode: function setDrawMode(value) {\n this.drawMode = value;\n },\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.drawMode = source.drawMode;\n\n if (source.morphTargetInfluences !== undefined) {\n this.morphTargetInfluences = source.morphTargetInfluences.slice();\n }\n\n if (source.morphTargetDictionary !== undefined) {\n this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);\n }\n\n return this;\n },\n updateMorphTargets: function updateMorphTargets() {\n var geometry = this.geometry;\n var m, ml, name;\n\n if (geometry.isBufferGeometry) {\n var morphAttributes = geometry.morphAttributes;\n var keys = Object.keys(morphAttributes);\n\n if (keys.length > 0) {\n var morphAttribute = morphAttributes[keys[0]];\n\n if (morphAttribute !== undefined) {\n this.morphTargetInfluences = [];\n this.morphTargetDictionary = {};\n\n for (m = 0, ml = morphAttribute.length; m < ml; m++) {\n name = morphAttribute[m].name || String(m);\n this.morphTargetInfluences.push(0);\n this.morphTargetDictionary[name] = m;\n }\n }\n }\n } else {\n var morphTargets = geometry.morphTargets;\n\n if (morphTargets !== undefined && morphTargets.length > 0) {\n console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n }\n },\n raycast: function () {\n var inverseMatrix = new Matrix4();\n var ray = new Ray();\n var sphere = new Sphere();\n var vA = new Vector3();\n var vB = new Vector3();\n var vC = new Vector3();\n var tempA = new Vector3();\n var tempB = new Vector3();\n var tempC = new Vector3();\n var uvA = new Vector2();\n var uvB = new Vector2();\n var uvC = new Vector2();\n var intersectionPoint = new Vector3();\n var intersectionPointWorld = new Vector3();\n\n function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {\n var intersect;\n\n if (material.side === BackSide) {\n intersect = ray.intersectTriangle(pC, pB, pA, true, point);\n } else {\n intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);\n }\n\n if (intersect === null) return null;\n intersectionPointWorld.copy(point);\n intersectionPointWorld.applyMatrix4(object.matrixWorld);\n var distance = raycaster.ray.origin.distanceTo(intersectionPointWorld);\n if (distance < raycaster.near || distance > raycaster.far) return null;\n return {\n distance: distance,\n point: intersectionPointWorld.clone(),\n object: object\n };\n }\n\n function checkBufferGeometryIntersection(object, material, raycaster, ray, position, uv, a, b, c) {\n vA.fromBufferAttribute(position, a);\n vB.fromBufferAttribute(position, b);\n vC.fromBufferAttribute(position, c);\n var intersection = checkIntersection(object, material, raycaster, ray, vA, vB, vC, intersectionPoint);\n\n if (intersection) {\n if (uv) {\n uvA.fromBufferAttribute(uv, a);\n uvB.fromBufferAttribute(uv, b);\n uvC.fromBufferAttribute(uv, c);\n intersection.uv = Triangle.getUV(intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2());\n }\n\n var face = new Face3(a, b, c);\n Triangle.getNormal(vA, vB, vC, face.normal);\n intersection.face = face;\n }\n\n return intersection;\n }\n\n return function raycast(raycaster, intersects) {\n var geometry = this.geometry;\n var material = this.material;\n var matrixWorld = this.matrixWorld;\n if (material === undefined) return; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n sphere.copy(geometry.boundingSphere);\n sphere.applyMatrix4(matrixWorld);\n if (raycaster.ray.intersectsSphere(sphere) === false) return; //\n\n inverseMatrix.getInverse(matrixWorld);\n ray.copy(raycaster.ray).applyMatrix4(inverseMatrix); // Check boundingBox before continuing\n\n if (geometry.boundingBox !== null) {\n if (ray.intersectsBox(geometry.boundingBox) === false) return;\n }\n\n var intersection;\n\n if (geometry.isBufferGeometry) {\n var a, b, c;\n var index = geometry.index;\n var position = geometry.attributes.position;\n var uv = geometry.attributes.uv;\n var groups = geometry.groups;\n var drawRange = geometry.drawRange;\n var i, j, il, jl;\n var group, groupMaterial;\n var start, end;\n\n if (index !== null) {\n // indexed buffer geometry\n if (Array.isArray(material)) {\n for (i = 0, il = groups.length; i < il; i++) {\n group = groups[i];\n groupMaterial = material[group.materialIndex];\n start = Math.max(group.start, drawRange.start);\n end = Math.min(group.start + group.count, drawRange.start + drawRange.count);\n\n for (j = start, jl = end; j < jl; j += 3) {\n a = index.getX(j);\n b = index.getX(j + 1);\n c = index.getX(j + 2);\n intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, ray, position, uv, a, b, c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n } else {\n start = Math.max(0, drawRange.start);\n end = Math.min(index.count, drawRange.start + drawRange.count);\n\n for (i = start, il = end; i < il; i += 3) {\n a = index.getX(i);\n b = index.getX(i + 1);\n c = index.getX(i + 2);\n intersection = checkBufferGeometryIntersection(this, material, raycaster, ray, position, uv, a, b, c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n } else if (position !== undefined) {\n // non-indexed buffer geometry\n if (Array.isArray(material)) {\n for (i = 0, il = groups.length; i < il; i++) {\n group = groups[i];\n groupMaterial = material[group.materialIndex];\n start = Math.max(group.start, drawRange.start);\n end = Math.min(group.start + group.count, drawRange.start + drawRange.count);\n\n for (j = start, jl = end; j < jl; j += 3) {\n a = j;\n b = j + 1;\n c = j + 2;\n intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, ray, position, uv, a, b, c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n } else {\n start = Math.max(0, drawRange.start);\n end = Math.min(position.count, drawRange.start + drawRange.count);\n\n for (i = start, il = end; i < il; i += 3) {\n a = i;\n b = i + 1;\n c = i + 2;\n intersection = checkBufferGeometryIntersection(this, material, raycaster, ray, position, uv, a, b, c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n }\n } else if (geometry.isGeometry) {\n var fvA, fvB, fvC;\n var isMultiMaterial = Array.isArray(material);\n var vertices = geometry.vertices;\n var faces = geometry.faces;\n var uvs;\n var faceVertexUvs = geometry.faceVertexUvs[0];\n if (faceVertexUvs.length > 0) uvs = faceVertexUvs;\n\n for (var f = 0, fl = faces.length; f < fl; f++) {\n var face = faces[f];\n var faceMaterial = isMultiMaterial ? material[face.materialIndex] : material;\n if (faceMaterial === undefined) continue;\n fvA = vertices[face.a];\n fvB = vertices[face.b];\n fvC = vertices[face.c];\n\n if (faceMaterial.morphTargets === true) {\n var morphTargets = geometry.morphTargets;\n var morphInfluences = this.morphTargetInfluences;\n vA.set(0, 0, 0);\n vB.set(0, 0, 0);\n vC.set(0, 0, 0);\n\n for (var t = 0, tl = morphTargets.length; t < tl; t++) {\n var influence = morphInfluences[t];\n if (influence === 0) continue;\n var targets = morphTargets[t].vertices;\n vA.addScaledVector(tempA.subVectors(targets[face.a], fvA), influence);\n vB.addScaledVector(tempB.subVectors(targets[face.b], fvB), influence);\n vC.addScaledVector(tempC.subVectors(targets[face.c], fvC), influence);\n }\n\n vA.add(fvA);\n vB.add(fvB);\n vC.add(fvC);\n fvA = vA;\n fvB = vB;\n fvC = vC;\n }\n\n intersection = checkIntersection(this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint);\n\n if (intersection) {\n if (uvs && uvs[f]) {\n var uvs_f = uvs[f];\n uvA.copy(uvs_f[0]);\n uvB.copy(uvs_f[1]);\n uvC.copy(uvs_f[2]);\n intersection.uv = Triangle.getUV(intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2());\n }\n\n intersection.face = face;\n intersection.faceIndex = f;\n intersects.push(intersection);\n }\n }\n }\n };\n }(),\n clone: function clone() {\n return new this.constructor(this.geometry, this.material).copy(this);\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBackground(renderer, state, objects, premultipliedAlpha) {\n var clearColor = new Color(0x000000);\n var clearAlpha = 0;\n var planeMesh;\n var boxMesh; // Store the current background texture and its `version`\n // so we can recompile the material accordingly.\n\n var currentBackground = null;\n var currentBackgroundVersion = 0;\n\n function render(renderList, scene, camera, forceClear) {\n var background = scene.background;\n\n if (background === null) {\n setClear(clearColor, clearAlpha);\n currentBackground = null;\n currentBackgroundVersion = 0;\n } else if (background && background.isColor) {\n setClear(background, 1);\n forceClear = true;\n currentBackground = null;\n currentBackgroundVersion = 0;\n }\n\n if (renderer.autoClear || forceClear) {\n renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);\n }\n\n if (background && (background.isCubeTexture || background.isWebGLRenderTargetCube)) {\n if (boxMesh === undefined) {\n boxMesh = new Mesh(new BoxBufferGeometry(1, 1, 1), new ShaderMaterial({\n type: 'BackgroundCubeMaterial',\n uniforms: cloneUniforms(ShaderLib.cube.uniforms),\n vertexShader: ShaderLib.cube.vertexShader,\n fragmentShader: ShaderLib.cube.fragmentShader,\n side: BackSide,\n depthTest: true,\n depthWrite: false,\n fog: false\n }));\n boxMesh.geometry.removeAttribute('normal');\n boxMesh.geometry.removeAttribute('uv');\n\n boxMesh.onBeforeRender = function (renderer, scene, camera) {\n this.matrixWorld.copyPosition(camera.matrixWorld);\n }; // enable code injection for non-built-in material\n\n\n Object.defineProperty(boxMesh.material, 'map', {\n get: function get() {\n return this.uniforms.tCube.value;\n }\n });\n objects.update(boxMesh);\n }\n\n var texture = background.isWebGLRenderTargetCube ? background.texture : background;\n boxMesh.material.uniforms.tCube.value = texture;\n boxMesh.material.uniforms.tFlip.value = background.isWebGLRenderTargetCube ? 1 : -1;\n\n if (currentBackground !== background || currentBackgroundVersion !== texture.version) {\n boxMesh.material.needsUpdate = true;\n currentBackground = background;\n currentBackgroundVersion = texture.version;\n } // push to the pre-sorted opaque render list\n\n\n renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, null);\n } else if (background && background.isTexture) {\n if (planeMesh === undefined) {\n planeMesh = new Mesh(new PlaneBufferGeometry(2, 2), new ShaderMaterial({\n type: 'BackgroundMaterial',\n uniforms: cloneUniforms(ShaderLib.background.uniforms),\n vertexShader: ShaderLib.background.vertexShader,\n fragmentShader: ShaderLib.background.fragmentShader,\n side: FrontSide,\n depthTest: false,\n depthWrite: false,\n fog: false\n }));\n planeMesh.geometry.removeAttribute('normal'); // enable code injection for non-built-in material\n\n Object.defineProperty(planeMesh.material, 'map', {\n get: function get() {\n return this.uniforms.t2D.value;\n }\n });\n objects.update(planeMesh);\n }\n\n planeMesh.material.uniforms.t2D.value = background;\n\n if (background.matrixAutoUpdate === true) {\n background.updateMatrix();\n }\n\n planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);\n\n if (currentBackground !== background || currentBackgroundVersion !== background.version) {\n planeMesh.material.needsUpdate = true;\n currentBackground = background;\n currentBackgroundVersion = background.version;\n } // push to the pre-sorted opaque render list\n\n\n renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, null);\n }\n }\n\n function setClear(color, alpha) {\n state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);\n }\n\n return {\n getClearColor: function getClearColor() {\n return clearColor;\n },\n setClearColor: function setClearColor(color, alpha) {\n clearColor.set(color);\n clearAlpha = alpha !== undefined ? alpha : 1;\n setClear(clearColor, clearAlpha);\n },\n getClearAlpha: function getClearAlpha() {\n return clearAlpha;\n },\n setClearAlpha: function setClearAlpha(alpha) {\n clearAlpha = alpha;\n setClear(clearColor, clearAlpha);\n },\n render: render\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLBufferRenderer(gl, extensions, info, capabilities) {\n var mode;\n\n function setMode(value) {\n mode = value;\n }\n\n function render(start, count) {\n gl.drawArrays(mode, start, count);\n info.update(count, mode);\n }\n\n function renderInstances(geometry, start, count) {\n var extension;\n\n if (capabilities.isWebGL2) {\n extension = gl;\n } else {\n extension = extensions.get('ANGLE_instanced_arrays');\n\n if (extension === null) {\n console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');\n return;\n }\n }\n\n extension[capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE'](mode, start, count, geometry.maxInstancedCount);\n info.update(count, mode, geometry.maxInstancedCount);\n } //\n\n\n this.setMode = setMode;\n this.render = render;\n this.renderInstances = renderInstances;\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLCapabilities(gl, extensions, parameters) {\n var maxAnisotropy;\n\n function getMaxAnisotropy() {\n if (maxAnisotropy !== undefined) return maxAnisotropy;\n var extension = extensions.get('EXT_texture_filter_anisotropic');\n\n if (extension !== null) {\n maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n } else {\n maxAnisotropy = 0;\n }\n\n return maxAnisotropy;\n }\n\n function getMaxPrecision(precision) {\n if (precision === 'highp') {\n if (gl.getShaderPrecisionFormat(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {\n return 'highp';\n }\n\n precision = 'mediump';\n }\n\n if (precision === 'mediump') {\n if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {\n return 'mediump';\n }\n }\n\n return 'lowp';\n }\n\n var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;\n var precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n var maxPrecision = getMaxPrecision(precision);\n\n if (maxPrecision !== precision) {\n console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');\n precision = maxPrecision;\n }\n\n var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n var maxTextures = gl.getParameter(34930);\n var maxVertexTextures = gl.getParameter(35660);\n var maxTextureSize = gl.getParameter(3379);\n var maxCubemapSize = gl.getParameter(34076);\n var maxAttributes = gl.getParameter(34921);\n var maxVertexUniforms = gl.getParameter(36347);\n var maxVaryings = gl.getParameter(36348);\n var maxFragmentUniforms = gl.getParameter(36349);\n var vertexTextures = maxVertexTextures > 0;\n var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');\n var floatVertexTextures = vertexTextures && floatFragmentTextures;\n return {\n isWebGL2: isWebGL2,\n getMaxAnisotropy: getMaxAnisotropy,\n getMaxPrecision: getMaxPrecision,\n precision: precision,\n logarithmicDepthBuffer: logarithmicDepthBuffer,\n maxTextures: maxTextures,\n maxVertexTextures: maxVertexTextures,\n maxTextureSize: maxTextureSize,\n maxCubemapSize: maxCubemapSize,\n maxAttributes: maxAttributes,\n maxVertexUniforms: maxVertexUniforms,\n maxVaryings: maxVaryings,\n maxFragmentUniforms: maxFragmentUniforms,\n vertexTextures: vertexTextures,\n floatFragmentTextures: floatFragmentTextures,\n floatVertexTextures: floatVertexTextures\n };\n}\n/**\n * @author tschw\n */\n\n\nfunction WebGLClipping() {\n var scope = this,\n globalState = null,\n numGlobalPlanes = 0,\n localClippingEnabled = false,\n renderingShadows = false,\n plane = new Plane(),\n viewNormalMatrix = new Matrix3(),\n uniform = {\n value: null,\n needsUpdate: false\n };\n this.uniform = uniform;\n this.numPlanes = 0;\n this.numIntersection = 0;\n\n this.init = function (planes, enableLocalClipping, camera) {\n var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to\n // run another frame in order to reset the state:\n numGlobalPlanes !== 0 || localClippingEnabled;\n localClippingEnabled = enableLocalClipping;\n globalState = projectPlanes(planes, camera, 0);\n numGlobalPlanes = planes.length;\n return enabled;\n };\n\n this.beginShadows = function () {\n renderingShadows = true;\n projectPlanes(null);\n };\n\n this.endShadows = function () {\n renderingShadows = false;\n resetGlobalState();\n };\n\n this.setState = function (planes, clipIntersection, clipShadows, camera, cache, fromCache) {\n if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {\n // there's no local clipping\n if (renderingShadows) {\n // there's no global clipping\n projectPlanes(null);\n } else {\n resetGlobalState();\n }\n } else {\n var nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n lGlobal = nGlobal * 4,\n dstArray = cache.clippingState || null;\n uniform.value = dstArray; // ensure unique state\n\n dstArray = projectPlanes(planes, camera, lGlobal, fromCache);\n\n for (var i = 0; i !== lGlobal; ++i) {\n dstArray[i] = globalState[i];\n }\n\n cache.clippingState = dstArray;\n this.numIntersection = clipIntersection ? this.numPlanes : 0;\n this.numPlanes += nGlobal;\n }\n };\n\n function resetGlobalState() {\n if (uniform.value !== globalState) {\n uniform.value = globalState;\n uniform.needsUpdate = numGlobalPlanes > 0;\n }\n\n scope.numPlanes = numGlobalPlanes;\n scope.numIntersection = 0;\n }\n\n function projectPlanes(planes, camera, dstOffset, skipTransform) {\n var nPlanes = planes !== null ? planes.length : 0,\n dstArray = null;\n\n if (nPlanes !== 0) {\n dstArray = uniform.value;\n\n if (skipTransform !== true || dstArray === null) {\n var flatSize = dstOffset + nPlanes * 4,\n viewMatrix = camera.matrixWorldInverse;\n viewNormalMatrix.getNormalMatrix(viewMatrix);\n\n if (dstArray === null || dstArray.length < flatSize) {\n dstArray = new Float32Array(flatSize);\n }\n\n for (var i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {\n plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);\n plane.normal.toArray(dstArray, i4);\n dstArray[i4 + 3] = plane.constant;\n }\n }\n\n uniform.value = dstArray;\n uniform.needsUpdate = true;\n }\n\n scope.numPlanes = nPlanes;\n return dstArray;\n }\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLExtensions(gl) {\n var extensions = {};\n return {\n get: function get(name) {\n if (extensions[name] !== undefined) {\n return extensions[name];\n }\n\n var extension;\n\n switch (name) {\n case 'WEBGL_depth_texture':\n extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');\n break;\n\n case 'EXT_texture_filter_anisotropic':\n extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');\n break;\n\n case 'WEBGL_compressed_texture_s3tc':\n extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');\n break;\n\n case 'WEBGL_compressed_texture_pvrtc':\n extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');\n break;\n\n default:\n extension = gl.getExtension(name);\n }\n\n if (extension === null) {\n console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');\n }\n\n extensions[name] = extension;\n return extension;\n }\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLGeometries(gl, attributes, info) {\n var geometries = {};\n var wireframeAttributes = {};\n\n function onGeometryDispose(event) {\n var geometry = event.target;\n var buffergeometry = geometries[geometry.id];\n\n if (buffergeometry.index !== null) {\n attributes.remove(buffergeometry.index);\n }\n\n for (var name in buffergeometry.attributes) {\n attributes.remove(buffergeometry.attributes[name]);\n }\n\n geometry.removeEventListener('dispose', onGeometryDispose);\n delete geometries[geometry.id];\n var attribute = wireframeAttributes[buffergeometry.id];\n\n if (attribute) {\n attributes.remove(attribute);\n delete wireframeAttributes[buffergeometry.id];\n } //\n\n\n info.memory.geometries--;\n }\n\n function get(object, geometry) {\n var buffergeometry = geometries[geometry.id];\n if (buffergeometry) return buffergeometry;\n geometry.addEventListener('dispose', onGeometryDispose);\n\n if (geometry.isBufferGeometry) {\n buffergeometry = geometry;\n } else if (geometry.isGeometry) {\n if (geometry._bufferGeometry === undefined) {\n geometry._bufferGeometry = new BufferGeometry().setFromObject(object);\n }\n\n buffergeometry = geometry._bufferGeometry;\n }\n\n geometries[geometry.id] = buffergeometry;\n info.memory.geometries++;\n return buffergeometry;\n }\n\n function update(geometry) {\n var index = geometry.index;\n var geometryAttributes = geometry.attributes;\n\n if (index !== null) {\n attributes.update(index, 34963);\n }\n\n for (var name in geometryAttributes) {\n attributes.update(geometryAttributes[name], 34962);\n } // morph targets\n\n\n var morphAttributes = geometry.morphAttributes;\n\n for (var name in morphAttributes) {\n var array = morphAttributes[name];\n\n for (var i = 0, l = array.length; i < l; i++) {\n attributes.update(array[i], 34962);\n }\n }\n }\n\n function getWireframeAttribute(geometry) {\n var attribute = wireframeAttributes[geometry.id];\n if (attribute) return attribute;\n var indices = [];\n var geometryIndex = geometry.index;\n var geometryAttributes = geometry.attributes; // console.time( 'wireframe' );\n\n if (geometryIndex !== null) {\n var array = geometryIndex.array;\n\n for (var i = 0, l = array.length; i < l; i += 3) {\n var a = array[i + 0];\n var b = array[i + 1];\n var c = array[i + 2];\n indices.push(a, b, b, c, c, a);\n }\n } else {\n var array = geometryAttributes.position.array;\n\n for (var i = 0, l = array.length / 3 - 1; i < l; i += 3) {\n var a = i + 0;\n var b = i + 1;\n var c = i + 2;\n indices.push(a, b, b, c, c, a);\n }\n } // console.timeEnd( 'wireframe' );\n\n\n attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);\n attributes.update(attribute, 34963);\n wireframeAttributes[geometry.id] = attribute;\n return attribute;\n }\n\n return {\n get: get,\n update: update,\n getWireframeAttribute: getWireframeAttribute\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {\n var mode;\n\n function setMode(value) {\n mode = value;\n }\n\n var type, bytesPerElement;\n\n function setIndex(value) {\n type = value.type;\n bytesPerElement = value.bytesPerElement;\n }\n\n function render(start, count) {\n gl.drawElements(mode, count, type, start * bytesPerElement);\n info.update(count, mode);\n }\n\n function renderInstances(geometry, start, count) {\n var extension;\n\n if (capabilities.isWebGL2) {\n extension = gl;\n } else {\n var extension = extensions.get('ANGLE_instanced_arrays');\n\n if (extension === null) {\n console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');\n return;\n }\n }\n\n extension[capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE'](mode, count, type, start * bytesPerElement, geometry.maxInstancedCount);\n info.update(count, mode, geometry.maxInstancedCount);\n } //\n\n\n this.setMode = setMode;\n this.setIndex = setIndex;\n this.render = render;\n this.renderInstances = renderInstances;\n}\n/**\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n\nfunction WebGLInfo(gl) {\n var memory = {\n geometries: 0,\n textures: 0\n };\n var render = {\n frame: 0,\n calls: 0,\n triangles: 0,\n points: 0,\n lines: 0\n };\n\n function update(count, mode, instanceCount) {\n instanceCount = instanceCount || 1;\n render.calls++;\n\n switch (mode) {\n case 4:\n render.triangles += instanceCount * (count / 3);\n break;\n\n case 5:\n case 6:\n render.triangles += instanceCount * (count - 2);\n break;\n\n case 1:\n render.lines += instanceCount * (count / 2);\n break;\n\n case 3:\n render.lines += instanceCount * (count - 1);\n break;\n\n case 2:\n render.lines += instanceCount * count;\n break;\n\n case 0:\n render.points += instanceCount * count;\n break;\n\n default:\n console.error('THREE.WebGLInfo: Unknown draw mode:', mode);\n break;\n }\n }\n\n function reset() {\n render.frame++;\n render.calls = 0;\n render.triangles = 0;\n render.points = 0;\n render.lines = 0;\n }\n\n return {\n memory: memory,\n render: render,\n programs: null,\n autoReset: true,\n reset: reset,\n update: update\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction absNumericalSort(a, b) {\n return Math.abs(b[1]) - Math.abs(a[1]);\n}\n\nfunction WebGLMorphtargets(gl) {\n var influencesList = {};\n var morphInfluences = new Float32Array(8);\n\n function update(object, geometry, material, program) {\n var objectInfluences = object.morphTargetInfluences;\n var length = objectInfluences.length;\n var influences = influencesList[geometry.id];\n\n if (influences === undefined) {\n // initialise list\n influences = [];\n\n for (var i = 0; i < length; i++) {\n influences[i] = [i, 0];\n }\n\n influencesList[geometry.id] = influences;\n }\n\n var morphTargets = material.morphTargets && geometry.morphAttributes.position;\n var morphNormals = material.morphNormals && geometry.morphAttributes.normal; // Remove current morphAttributes\n\n for (var i = 0; i < length; i++) {\n var influence = influences[i];\n\n if (influence[1] !== 0) {\n if (morphTargets) geometry.removeAttribute('morphTarget' + i);\n if (morphNormals) geometry.removeAttribute('morphNormal' + i);\n }\n } // Collect influences\n\n\n for (var i = 0; i < length; i++) {\n var influence = influences[i];\n influence[0] = i;\n influence[1] = objectInfluences[i];\n }\n\n influences.sort(absNumericalSort); // Add morphAttributes\n\n for (var i = 0; i < 8; i++) {\n var influence = influences[i];\n\n if (influence) {\n var index = influence[0];\n var value = influence[1];\n\n if (value) {\n if (morphTargets) geometry.addAttribute('morphTarget' + i, morphTargets[index]);\n if (morphNormals) geometry.addAttribute('morphNormal' + i, morphNormals[index]);\n morphInfluences[i] = value;\n continue;\n }\n }\n\n morphInfluences[i] = 0;\n }\n\n program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);\n }\n\n return {\n update: update\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLObjects(geometries, info) {\n var updateList = {};\n\n function update(object) {\n var frame = info.render.frame;\n var geometry = object.geometry;\n var buffergeometry = geometries.get(object, geometry); // Update once per frame\n\n if (updateList[buffergeometry.id] !== frame) {\n if (geometry.isGeometry) {\n buffergeometry.updateFromObject(object);\n }\n\n geometries.update(buffergeometry);\n updateList[buffergeometry.id] = frame;\n }\n\n return buffergeometry;\n }\n\n function dispose() {\n updateList = {};\n }\n\n return {\n update: update,\n dispose: dispose\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction CubeTexture(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {\n images = images !== undefined ? images : [];\n mapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.flipY = false;\n}\n\nCubeTexture.prototype = Object.create(Texture.prototype);\nCubeTexture.prototype.constructor = CubeTexture;\nCubeTexture.prototype.isCubeTexture = true;\nObject.defineProperty(CubeTexture.prototype, 'images', {\n get: function get() {\n return this.image;\n },\n set: function set(value) {\n this.image = value;\n }\n});\n/**\n * @author Artur Trzesiok\n */\n\nfunction DataTexture3D(data, width, height, depth) {\n // We're going to add .setXXX() methods for setting properties later.\n // Users can still set in DataTexture3D directly.\n //\n //\tvar texture = new THREE.DataTexture3D( data, width, height, depth );\n // \ttexture.anisotropy = 16;\n //\n // See #14839\n Texture.call(this, null);\n this.image = {\n data: data,\n width: width,\n height: height,\n depth: depth\n };\n this.magFilter = NearestFilter;\n this.minFilter = NearestFilter;\n this.generateMipmaps = false;\n this.flipY = false;\n}\n\nDataTexture3D.prototype = Object.create(Texture.prototype);\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n/**\n * @author tschw\n * @author Mugen87 / https://github.com/Mugen87\n * @author mrdoob / http://mrdoob.com/\n *\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [renderer] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'renderer' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (renderer factorizations):\n *\n * .upload( gl, seq, values, renderer )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (renderer factorizations):\n *\n * .setValue( gl, name, value )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .set( gl, obj, prop )\n *\n * \t\tsets uniform from object and property with same name than uniform\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyTexture3d = new DataTexture3D();\nvar emptyCubeTexture = new CubeTexture(); // --- Base for inner nodes (including the root) ---\n\nfunction UniformContainer() {\n this.seq = [];\n this.map = {};\n} // --- Utilities ---\n// Array Caches (provide typed arrays for temporary by size)\n\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array(16);\nvar mat3array = new Float32Array(9);\nvar mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices\n\nfunction flatten(array, nBlocks, blockSize) {\n var firstElem = array[0];\n if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )\n // see http://jacksondunstan.com/articles/983\n\n var n = nBlocks * blockSize,\n r = arrayCacheF32[n];\n\n if (r === undefined) {\n r = new Float32Array(n);\n arrayCacheF32[n] = r;\n }\n\n if (nBlocks !== 0) {\n firstElem.toArray(r, 0);\n\n for (var i = 1, offset = 0; i !== nBlocks; ++i) {\n offset += blockSize;\n array[i].toArray(r, offset);\n }\n }\n\n return r;\n}\n\nfunction arraysEqual(a, b) {\n if (a.length !== b.length) return false;\n\n for (var i = 0, l = a.length; i < l; i++) {\n if (a[i] !== b[i]) return false;\n }\n\n return true;\n}\n\nfunction copyArray(a, b) {\n for (var i = 0, l = b.length; i < l; i++) {\n a[i] = b[i];\n }\n} // Texture unit allocation\n\n\nfunction allocTexUnits(renderer, n) {\n var r = arrayCacheI32[n];\n\n if (r === undefined) {\n r = new Int32Array(n);\n arrayCacheI32[n] = r;\n }\n\n for (var i = 0; i !== n; ++i) {\n r[i] = renderer.allocTextureUnit();\n }\n\n return r;\n} // --- Setters ---\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n// Single scalar\n\n\nfunction setValue1f(gl, v) {\n var cache = this.cache;\n if (cache[0] === v) return;\n gl.uniform1f(this.addr, v);\n cache[0] = v;\n}\n\nfunction setValue1i(gl, v) {\n var cache = this.cache;\n if (cache[0] === v) return;\n gl.uniform1i(this.addr, v);\n cache[0] = v;\n} // Single float vector (from flat array or THREE.VectorN)\n\n\nfunction setValue2fv(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y) {\n gl.uniform2f(this.addr, v.x, v.y);\n cache[0] = v.x;\n cache[1] = v.y;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform2fv(this.addr, v);\n copyArray(cache, v);\n }\n}\n\nfunction setValue3fv(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {\n gl.uniform3f(this.addr, v.x, v.y, v.z);\n cache[0] = v.x;\n cache[1] = v.y;\n cache[2] = v.z;\n }\n } else if (v.r !== undefined) {\n if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {\n gl.uniform3f(this.addr, v.r, v.g, v.b);\n cache[0] = v.r;\n cache[1] = v.g;\n cache[2] = v.b;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform3fv(this.addr, v);\n copyArray(cache, v);\n }\n}\n\nfunction setValue4fv(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {\n gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);\n cache[0] = v.x;\n cache[1] = v.y;\n cache[2] = v.z;\n cache[3] = v.w;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform4fv(this.addr, v);\n copyArray(cache, v);\n }\n} // Single matrix (from flat array or MatrixN)\n\n\nfunction setValue2fm(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix2fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat2array.set(elements);\n gl.uniformMatrix2fv(this.addr, false, mat2array);\n copyArray(cache, elements);\n }\n}\n\nfunction setValue3fm(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix3fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat3array.set(elements);\n gl.uniformMatrix3fv(this.addr, false, mat3array);\n copyArray(cache, elements);\n }\n}\n\nfunction setValue4fm(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix4fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat4array.set(elements);\n gl.uniformMatrix4fv(this.addr, false, mat4array);\n copyArray(cache, elements);\n }\n} // Single texture (2D / Cube)\n\n\nfunction setValueT1(gl, v, renderer) {\n var cache = this.cache;\n var unit = renderer.allocTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n renderer.setTexture2D(v || emptyTexture, unit);\n}\n\nfunction setValueT3D1(gl, v, renderer) {\n var cache = this.cache;\n var unit = renderer.allocTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n renderer.setTexture3D(v || emptyTexture3d, unit);\n}\n\nfunction setValueT6(gl, v, renderer) {\n var cache = this.cache;\n var unit = renderer.allocTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n renderer.setTextureCube(v || emptyCubeTexture, unit);\n} // Integer / Boolean vectors or arrays thereof (always flat arrays)\n\n\nfunction setValue2iv(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform2iv(this.addr, v);\n copyArray(cache, v);\n}\n\nfunction setValue3iv(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform3iv(this.addr, v);\n copyArray(cache, v);\n}\n\nfunction setValue4iv(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform4iv(this.addr, v);\n copyArray(cache, v);\n} // Helper to pick the right setter for the singular case\n\n\nfunction getSingularSetter(type) {\n switch (type) {\n case 0x1406:\n return setValue1f;\n // FLOAT\n\n case 0x8b50:\n return setValue2fv;\n // _VEC2\n\n case 0x8b51:\n return setValue3fv;\n // _VEC3\n\n case 0x8b52:\n return setValue4fv;\n // _VEC4\n\n case 0x8b5a:\n return setValue2fm;\n // _MAT2\n\n case 0x8b5b:\n return setValue3fm;\n // _MAT3\n\n case 0x8b5c:\n return setValue4fm;\n // _MAT4\n\n case 0x8b5e:\n case 0x8d66:\n return setValueT1;\n // SAMPLER_2D, SAMPLER_EXTERNAL_OES\n\n case 0x8B5F:\n return setValueT3D1;\n // SAMPLER_3D\n\n case 0x8b60:\n return setValueT6;\n // SAMPLER_CUBE\n\n case 0x1404:\n case 0x8b56:\n return setValue1i;\n // INT, BOOL\n\n case 0x8b53:\n case 0x8b57:\n return setValue2iv;\n // _VEC2\n\n case 0x8b54:\n case 0x8b58:\n return setValue3iv;\n // _VEC3\n\n case 0x8b55:\n case 0x8b59:\n return setValue4iv;\n // _VEC4\n }\n} // Array of scalars\n\n\nfunction setValue1fv(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform1fv(this.addr, v);\n copyArray(cache, v);\n}\n\nfunction setValue1iv(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform1iv(this.addr, v);\n copyArray(cache, v);\n} // Array of vectors (flat or from THREE classes)\n\n\nfunction setValueV2a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 2);\n if (arraysEqual(cache, data)) return;\n gl.uniform2fv(this.addr, data);\n this.updateCache(data);\n}\n\nfunction setValueV3a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 3);\n if (arraysEqual(cache, data)) return;\n gl.uniform3fv(this.addr, data);\n this.updateCache(data);\n}\n\nfunction setValueV4a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 4);\n if (arraysEqual(cache, data)) return;\n gl.uniform4fv(this.addr, data);\n this.updateCache(data);\n} // Array of matrices (flat or from THREE clases)\n\n\nfunction setValueM2a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 4);\n if (arraysEqual(cache, data)) return;\n gl.uniformMatrix2fv(this.addr, false, data);\n this.updateCache(data);\n}\n\nfunction setValueM3a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 9);\n if (arraysEqual(cache, data)) return;\n gl.uniformMatrix3fv(this.addr, false, data);\n this.updateCache(data);\n}\n\nfunction setValueM4a(gl, v) {\n var cache = this.cache;\n var data = flatten(v, this.size, 16);\n if (arraysEqual(cache, data)) return;\n gl.uniformMatrix4fv(this.addr, false, data);\n this.updateCache(data);\n} // Array of textures (2D / Cube)\n\n\nfunction setValueT1a(gl, v, renderer) {\n var cache = this.cache;\n var n = v.length;\n var units = allocTexUnits(renderer, n);\n\n if (arraysEqual(cache, units) === false) {\n gl.uniform1iv(this.addr, units);\n copyArray(cache, units);\n }\n\n for (var i = 0; i !== n; ++i) {\n renderer.setTexture2D(v[i] || emptyTexture, units[i]);\n }\n}\n\nfunction setValueT6a(gl, v, renderer) {\n var cache = this.cache;\n var n = v.length;\n var units = allocTexUnits(renderer, n);\n\n if (arraysEqual(cache, units) === false) {\n gl.uniform1iv(this.addr, units);\n copyArray(cache, units);\n }\n\n for (var i = 0; i !== n; ++i) {\n renderer.setTextureCube(v[i] || emptyCubeTexture, units[i]);\n }\n} // Helper to pick the right setter for a pure (bottom-level) array\n\n\nfunction getPureArraySetter(type) {\n switch (type) {\n case 0x1406:\n return setValue1fv;\n // FLOAT\n\n case 0x8b50:\n return setValueV2a;\n // _VEC2\n\n case 0x8b51:\n return setValueV3a;\n // _VEC3\n\n case 0x8b52:\n return setValueV4a;\n // _VEC4\n\n case 0x8b5a:\n return setValueM2a;\n // _MAT2\n\n case 0x8b5b:\n return setValueM3a;\n // _MAT3\n\n case 0x8b5c:\n return setValueM4a;\n // _MAT4\n\n case 0x8b5e:\n return setValueT1a;\n // SAMPLER_2D\n\n case 0x8b60:\n return setValueT6a;\n // SAMPLER_CUBE\n\n case 0x1404:\n case 0x8b56:\n return setValue1iv;\n // INT, BOOL\n\n case 0x8b53:\n case 0x8b57:\n return setValue2iv;\n // _VEC2\n\n case 0x8b54:\n case 0x8b58:\n return setValue3iv;\n // _VEC3\n\n case 0x8b55:\n case 0x8b59:\n return setValue4iv;\n // _VEC4\n }\n} // --- Uniform Classes ---\n\n\nfunction SingleUniform(id, activeInfo, addr) {\n this.id = id;\n this.addr = addr;\n this.cache = [];\n this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG\n}\n\nfunction PureArrayUniform(id, activeInfo, addr) {\n this.id = id;\n this.addr = addr;\n this.cache = [];\n this.size = activeInfo.size;\n this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG\n}\n\nPureArrayUniform.prototype.updateCache = function (data) {\n var cache = this.cache;\n\n if (data instanceof Float32Array && cache.length !== data.length) {\n this.cache = new Float32Array(data.length);\n }\n\n copyArray(cache, data);\n};\n\nfunction StructuredUniform(id) {\n this.id = id;\n UniformContainer.call(this); // mix-in\n}\n\nStructuredUniform.prototype.setValue = function (gl, value, renderer) {\n var seq = this.seq;\n\n for (var i = 0, n = seq.length; i !== n; ++i) {\n var u = seq[i];\n u.setValue(gl, value[u.id], renderer);\n }\n}; // --- Top-level ---\n// Parser - builds up the property tree from the path strings\n\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g; // extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform(container, uniformObject) {\n container.seq.push(uniformObject);\n container.map[uniformObject.id] = uniformObject;\n}\n\nfunction parseUniform(activeInfo, addr, container) {\n var path = activeInfo.name,\n pathLength = path.length; // reset RegExp object, because of the early exit of a previous run\n\n RePathPart.lastIndex = 0;\n\n while (true) {\n var match = RePathPart.exec(path),\n matchEnd = RePathPart.lastIndex,\n id = match[1],\n idIsIndex = match[2] === ']',\n subscript = match[3];\n if (idIsIndex) id = id | 0; // convert to integer\n\n if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {\n // bare name or \"pure\" bottom-level array \"[0]\" suffix\n addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));\n break;\n } else {\n // step into inner node / create it in case it doesn't exist\n var map = container.map,\n next = map[id];\n\n if (next === undefined) {\n next = new StructuredUniform(id);\n addUniform(container, next);\n }\n\n container = next;\n }\n }\n} // Root Container\n\n\nfunction WebGLUniforms(gl, program, renderer) {\n UniformContainer.call(this);\n this.renderer = renderer;\n var n = gl.getProgramParameter(program, 35718);\n\n for (var i = 0; i < n; ++i) {\n var info = gl.getActiveUniform(program, i),\n addr = gl.getUniformLocation(program, info.name);\n parseUniform(info, addr, this);\n }\n}\n\nWebGLUniforms.prototype.setValue = function (gl, name, value) {\n var u = this.map[name];\n if (u !== undefined) u.setValue(gl, value, this.renderer);\n};\n\nWebGLUniforms.prototype.setOptional = function (gl, object, name) {\n var v = object[name];\n if (v !== undefined) this.setValue(gl, name, v);\n}; // Static interface\n\n\nWebGLUniforms.upload = function (gl, seq, values, renderer) {\n for (var i = 0, n = seq.length; i !== n; ++i) {\n var u = seq[i],\n v = values[u.id];\n\n if (v.needsUpdate !== false) {\n // note: always updating when .needsUpdate is undefined\n u.setValue(gl, v.value, renderer);\n }\n }\n};\n\nWebGLUniforms.seqWithValue = function (seq, values) {\n var r = [];\n\n for (var i = 0, n = seq.length; i !== n; ++i) {\n var u = seq[i];\n if (u.id in values) r.push(u);\n }\n\n return r;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction addLineNumbers(string) {\n var lines = string.split('\\n');\n\n for (var i = 0; i < lines.length; i++) {\n lines[i] = i + 1 + ': ' + lines[i];\n }\n\n return lines.join('\\n');\n}\n\nfunction WebGLShader(gl, type, string) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, string);\n gl.compileShader(shader);\n\n if (gl.getShaderParameter(shader, 35713) === false) {\n console.error('THREE.WebGLShader: Shader couldn\\'t compile.');\n }\n\n if (gl.getShaderInfoLog(shader) !== '') {\n console.warn('THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog(shader), addLineNumbers(string));\n } // --enable-privileged-webgl-extension\n // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\n return shader;\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nvar programIdCount = 0;\n\nfunction getEncodingComponents(encoding) {\n switch (encoding) {\n case LinearEncoding:\n return ['Linear', '( value )'];\n\n case sRGBEncoding:\n return ['sRGB', '( value )'];\n\n case RGBEEncoding:\n return ['RGBE', '( value )'];\n\n case RGBM7Encoding:\n return ['RGBM', '( value, 7.0 )'];\n\n case RGBM16Encoding:\n return ['RGBM', '( value, 16.0 )'];\n\n case RGBDEncoding:\n return ['RGBD', '( value, 256.0 )'];\n\n case GammaEncoding:\n return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];\n\n default:\n throw new Error('unsupported encoding: ' + encoding);\n }\n}\n\nfunction getTexelDecodingFunction(functionName, encoding) {\n var components = getEncodingComponents(encoding);\n return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';\n}\n\nfunction getTexelEncodingFunction(functionName, encoding) {\n var components = getEncodingComponents(encoding);\n return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';\n}\n\nfunction getToneMappingFunction(functionName, toneMapping) {\n var toneMappingName;\n\n switch (toneMapping) {\n case LinearToneMapping:\n toneMappingName = 'Linear';\n break;\n\n case ReinhardToneMapping:\n toneMappingName = 'Reinhard';\n break;\n\n case Uncharted2ToneMapping:\n toneMappingName = 'Uncharted2';\n break;\n\n case CineonToneMapping:\n toneMappingName = 'OptimizedCineon';\n break;\n\n case ACESFilmicToneMapping:\n toneMappingName = 'ACESFilmic';\n break;\n\n default:\n throw new Error('unsupported toneMapping: ' + toneMapping);\n }\n\n return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n}\n\nfunction generateExtensions(extensions, parameters, rendererExtensions) {\n extensions = extensions || {};\n var chunks = [extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap && !parameters.objectSpaceNormalMap || parameters.flatShading ? '#extension GL_OES_standard_derivatives : enable' : '', (extensions.fragDepth || parameters.logarithmicDepthBuffer) && rendererExtensions.get('EXT_frag_depth') ? '#extension GL_EXT_frag_depth : enable' : '', extensions.drawBuffers && rendererExtensions.get('WEBGL_draw_buffers') ? '#extension GL_EXT_draw_buffers : require' : '', (extensions.shaderTextureLOD || parameters.envMap) && rendererExtensions.get('EXT_shader_texture_lod') ? '#extension GL_EXT_shader_texture_lod : enable' : ''];\n return chunks.filter(filterEmptyLine).join('\\n');\n}\n\nfunction generateDefines(defines) {\n var chunks = [];\n\n for (var name in defines) {\n var value = defines[name];\n if (value === false) continue;\n chunks.push('#define ' + name + ' ' + value);\n }\n\n return chunks.join('\\n');\n}\n\nfunction fetchAttributeLocations(gl, program) {\n var attributes = {};\n var n = gl.getProgramParameter(program, 35721);\n\n for (var i = 0; i < n; i++) {\n var info = gl.getActiveAttrib(program, i);\n var name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n attributes[name] = gl.getAttribLocation(program, name);\n }\n\n return attributes;\n}\n\nfunction filterEmptyLine(string) {\n return string !== '';\n}\n\nfunction replaceLightNums(string, parameters) {\n return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights);\n}\n\nfunction replaceClippingPlaneNums(string, parameters) {\n return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);\n}\n\nfunction parseIncludes(string) {\n var pattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\n function replace(match, include) {\n var replace = ShaderChunk[include];\n\n if (replace === undefined) {\n throw new Error('Can not resolve #include <' + include + '>');\n }\n\n return parseIncludes(replace);\n }\n\n return string.replace(pattern, replace);\n}\n\nfunction unrollLoops(string) {\n var pattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\n\n function replace(match, start, end, snippet) {\n var unroll = '';\n\n for (var i = parseInt(start); i < parseInt(end); i++) {\n unroll += snippet.replace(/\\[ i \\]/g, '[ ' + i + ' ]');\n }\n\n return unroll;\n }\n\n return string.replace(pattern, replace);\n}\n\nfunction WebGLProgram(renderer, extensions, code, material, shader, parameters, capabilities) {\n var gl = renderer.context;\n var defines = material.defines;\n var vertexShader = shader.vertexShader;\n var fragmentShader = shader.fragmentShader;\n var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n if (parameters.shadowMapType === PCFShadowMap) {\n shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n } else if (parameters.shadowMapType === PCFSoftShadowMap) {\n shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n }\n\n var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\n if (parameters.envMap) {\n switch (material.envMap.mapping) {\n case CubeReflectionMapping:\n case CubeRefractionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n break;\n\n case CubeUVReflectionMapping:\n case CubeUVRefractionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n break;\n\n case EquirectangularReflectionMapping:\n case EquirectangularRefractionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';\n break;\n\n case SphericalReflectionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';\n break;\n }\n\n switch (material.envMap.mapping) {\n case CubeRefractionMapping:\n case EquirectangularRefractionMapping:\n envMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n break;\n }\n\n switch (material.combine) {\n case MultiplyOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n break;\n\n case MixOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n break;\n\n case AddOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n break;\n }\n }\n\n var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0; // console.log( 'building new program ' );\n //\n\n var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions(material.extensions, parameters, extensions);\n var customDefines = generateDefines(defines); //\n\n var program = gl.createProgram();\n var prefixVertex, prefixFragment;\n\n if (material.isRawShaderMaterial) {\n prefixVertex = [customDefines].filter(filterEmptyLine).join('\\n');\n\n if (prefixVertex.length > 0) {\n prefixVertex += '\\n';\n }\n\n prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\\n');\n\n if (prefixFragment.length > 0) {\n prefixFragment += '\\n';\n }\n } else {\n prefixVertex = ['precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + shader.name, customDefines, parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && (capabilities.isWebGL2 || extensions.get('EXT_frag_depth')) ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_COLOR', '\tattribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', '\tattribute vec3 morphTarget0;', '\tattribute vec3 morphTarget1;', '\tattribute vec3 morphTarget2;', '\tattribute vec3 morphTarget3;', '\t#ifdef USE_MORPHNORMALS', '\t\tattribute vec3 morphNormal0;', '\t\tattribute vec3 morphNormal1;', '\t\tattribute vec3 morphNormal2;', '\t\tattribute vec3 morphNormal3;', '\t#else', '\t\tattribute vec3 morphTarget4;', '\t\tattribute vec3 morphTarget5;', '\t\tattribute vec3 morphTarget6;', '\t\tattribute vec3 morphTarget7;', '\t#endif', '#endif', '#ifdef USE_SKINNING', '\tattribute vec4 skinIndex;', '\tattribute vec4 skinWeight;', '#endif', '\\n'].filter(filterEmptyLine).join('\\n');\n prefixFragment = [customExtensions, 'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;', '#define SHADER_NAME ' + shader.name, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer\n '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && (capabilities.isWebGL2 || extensions.get('EXT_frag_depth')) ? '#define USE_LOGDEPTHBUF_EXT' : '', parameters.envMap && (capabilities.isWebGL2 || extensions.get('EXT_shader_texture_lod')) ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below\n parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ? ShaderChunk['encodings_pars_fragment'] : '', // this code is required here because it is used by the various encoding/decoding function defined below\n parameters.mapEncoding ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcapEncoding ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMapEncoding ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMapEncoding ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.outputEncoding ? getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding) : '', parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', '\\n'].filter(filterEmptyLine).join('\\n');\n }\n\n vertexShader = parseIncludes(vertexShader);\n vertexShader = replaceLightNums(vertexShader, parameters);\n vertexShader = replaceClippingPlaneNums(vertexShader, parameters);\n fragmentShader = parseIncludes(fragmentShader);\n fragmentShader = replaceLightNums(fragmentShader, parameters);\n fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);\n vertexShader = unrollLoops(vertexShader);\n fragmentShader = unrollLoops(fragmentShader);\n\n if (capabilities.isWebGL2 && !material.isRawShaderMaterial) {\n var isGLSL3ShaderMaterial = false;\n var versionRegex = /^\\s*#version\\s+300\\s+es\\s*\\n/;\n\n if (material.isShaderMaterial && vertexShader.match(versionRegex) !== null && fragmentShader.match(versionRegex) !== null) {\n isGLSL3ShaderMaterial = true;\n vertexShader = vertexShader.replace(versionRegex, '');\n fragmentShader = fragmentShader.replace(versionRegex, '');\n } // GLSL 3.0 conversion\n\n\n prefixVertex = ['#version 300 es\\n', '#define attribute in', '#define varying out', '#define texture2D texture'].join('\\n') + '\\n' + prefixVertex;\n prefixFragment = ['#version 300 es\\n', '#define varying in', isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;', isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\\n') + '\\n' + prefixFragment;\n }\n\n var vertexGlsl = prefixVertex + vertexShader;\n var fragmentGlsl = prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );\n // console.log( '*FRAGMENT*', fragmentGlsl );\n\n var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);\n var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);\n gl.attachShader(program, glVertexShader);\n gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.\n\n if (material.index0AttributeName !== undefined) {\n gl.bindAttribLocation(program, 0, material.index0AttributeName);\n } else if (parameters.morphTargets === true) {\n // programs with morphTargets displace position out of attribute 0\n gl.bindAttribLocation(program, 0, 'position');\n }\n\n gl.linkProgram(program);\n var programLog = gl.getProgramInfoLog(program).trim();\n var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();\n var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();\n var runnable = true;\n var haveDiagnostics = true; // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );\n // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );\n\n if (gl.getProgramParameter(program, 35714) === false) {\n runnable = false;\n console.error('THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog);\n } else if (programLog !== '') {\n console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);\n } else if (vertexLog === '' || fragmentLog === '') {\n haveDiagnostics = false;\n }\n\n if (haveDiagnostics) {\n this.diagnostics = {\n runnable: runnable,\n material: material,\n programLog: programLog,\n vertexShader: {\n log: vertexLog,\n prefix: prefixVertex\n },\n fragmentShader: {\n log: fragmentLog,\n prefix: prefixFragment\n }\n };\n } // clean up\n\n\n gl.deleteShader(glVertexShader);\n gl.deleteShader(glFragmentShader); // set up caching for uniform locations\n\n var cachedUniforms;\n\n this.getUniforms = function () {\n if (cachedUniforms === undefined) {\n cachedUniforms = new WebGLUniforms(gl, program, renderer);\n }\n\n return cachedUniforms;\n }; // set up caching for attribute locations\n\n\n var cachedAttributes;\n\n this.getAttributes = function () {\n if (cachedAttributes === undefined) {\n cachedAttributes = fetchAttributeLocations(gl, program);\n }\n\n return cachedAttributes;\n }; // free resource\n\n\n this.destroy = function () {\n gl.deleteProgram(program);\n this.program = undefined;\n }; // DEPRECATED\n\n\n Object.defineProperties(this, {\n uniforms: {\n get: function get() {\n console.warn('THREE.WebGLProgram: .uniforms is now .getUniforms().');\n return this.getUniforms();\n }\n },\n attributes: {\n get: function get() {\n console.warn('THREE.WebGLProgram: .attributes is now .getAttributes().');\n return this.getAttributes();\n }\n }\n }); //\n\n this.name = shader.name;\n this.id = programIdCount++;\n this.code = code;\n this.usedTimes = 1;\n this.program = program;\n this.vertexShader = glVertexShader;\n this.fragmentShader = glFragmentShader;\n return this;\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLPrograms(renderer, extensions, capabilities) {\n var programs = [];\n var shaderIDs = {\n MeshDepthMaterial: 'depth',\n MeshDistanceMaterial: 'distanceRGBA',\n MeshNormalMaterial: 'normal',\n MeshBasicMaterial: 'basic',\n MeshLambertMaterial: 'lambert',\n MeshPhongMaterial: 'phong',\n MeshToonMaterial: 'phong',\n MeshStandardMaterial: 'physical',\n MeshPhysicalMaterial: 'physical',\n MeshMatcapMaterial: 'matcap',\n LineBasicMaterial: 'basic',\n LineDashedMaterial: 'dashed',\n PointsMaterial: 'points',\n ShadowMaterial: 'shadow',\n SpriteMaterial: 'sprite'\n };\n var parameterNames = [\"precision\", \"supportsVertexTextures\", \"map\", \"mapEncoding\", \"matcap\", \"matcapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\", \"lightMap\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"objectSpaceNormalMap\", \"displacementMap\", \"specularMap\", \"roughnessMap\", \"metalnessMap\", \"gradientMap\", \"alphaMap\", \"combine\", \"vertexColors\", \"fog\", \"useFog\", \"fogExp\", \"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\", \"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\", \"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\", \"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\", \"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights', \"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\"];\n\n function allocateBones(object) {\n var skeleton = object.skeleton;\n var bones = skeleton.bones;\n\n if (capabilities.floatVertexTextures) {\n return 1024;\n } else {\n // default for when object is not specified\n // ( for example when prebuilding shader to be used with multiple objects )\n //\n // - leave some extra space for other uniforms\n // - limit here is ANGLE's 254 max uniform vectors\n // (up to 54 should be safe)\n var nVertexUniforms = capabilities.maxVertexUniforms;\n var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);\n var maxBones = Math.min(nVertexMatrices, bones.length);\n\n if (maxBones < bones.length) {\n console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');\n return 0;\n }\n\n return maxBones;\n }\n }\n\n function getTextureEncodingFromMap(map, gammaOverrideLinear) {\n var encoding;\n\n if (!map) {\n encoding = LinearEncoding;\n } else if (map.isTexture) {\n encoding = map.encoding;\n } else if (map.isWebGLRenderTarget) {\n console.warn(\"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\");\n encoding = map.texture.encoding;\n } // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.\n\n\n if (encoding === LinearEncoding && gammaOverrideLinear) {\n encoding = GammaEncoding;\n }\n\n return encoding;\n }\n\n this.getParameters = function (material, lights, shadows, fog, nClipPlanes, nClipIntersection, object) {\n var shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene\n // (not to blow over maxLights budget)\n\n var maxBones = object.isSkinnedMesh ? allocateBones(object) : 0;\n var precision = capabilities.precision;\n\n if (material.precision !== null) {\n precision = capabilities.getMaxPrecision(material.precision);\n\n if (precision !== material.precision) {\n console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');\n }\n }\n\n var currentRenderTarget = renderer.getRenderTarget();\n var parameters = {\n shaderID: shaderID,\n precision: precision,\n supportsVertexTextures: capabilities.vertexTextures,\n outputEncoding: getTextureEncodingFromMap(!currentRenderTarget ? null : currentRenderTarget.texture, renderer.gammaOutput),\n map: !!material.map,\n mapEncoding: getTextureEncodingFromMap(material.map, renderer.gammaInput),\n matcap: !!material.matcap,\n matcapEncoding: getTextureEncodingFromMap(material.matcap, renderer.gammaInput),\n envMap: !!material.envMap,\n envMapMode: material.envMap && material.envMap.mapping,\n envMapEncoding: getTextureEncodingFromMap(material.envMap, renderer.gammaInput),\n envMapCubeUV: !!material.envMap && (material.envMap.mapping === CubeUVReflectionMapping || material.envMap.mapping === CubeUVRefractionMapping),\n lightMap: !!material.lightMap,\n aoMap: !!material.aoMap,\n emissiveMap: !!material.emissiveMap,\n emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap, renderer.gammaInput),\n bumpMap: !!material.bumpMap,\n normalMap: !!material.normalMap,\n objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n displacementMap: !!material.displacementMap,\n roughnessMap: !!material.roughnessMap,\n metalnessMap: !!material.metalnessMap,\n specularMap: !!material.specularMap,\n alphaMap: !!material.alphaMap,\n gradientMap: !!material.gradientMap,\n combine: material.combine,\n vertexColors: material.vertexColors,\n fog: !!fog,\n useFog: material.fog,\n fogExp: fog && fog.isFogExp2,\n flatShading: material.flatShading,\n sizeAttenuation: material.sizeAttenuation,\n logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,\n skinning: material.skinning && maxBones > 0,\n maxBones: maxBones,\n useVertexTexture: capabilities.floatVertexTextures,\n morphTargets: material.morphTargets,\n morphNormals: material.morphNormals,\n maxMorphTargets: renderer.maxMorphTargets,\n maxMorphNormals: renderer.maxMorphNormals,\n numDirLights: lights.directional.length,\n numPointLights: lights.point.length,\n numSpotLights: lights.spot.length,\n numRectAreaLights: lights.rectArea.length,\n numHemiLights: lights.hemi.length,\n numClippingPlanes: nClipPlanes,\n numClipIntersection: nClipIntersection,\n dithering: material.dithering,\n shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,\n shadowMapType: renderer.shadowMap.type,\n toneMapping: renderer.toneMapping,\n physicallyCorrectLights: renderer.physicallyCorrectLights,\n premultipliedAlpha: material.premultipliedAlpha,\n alphaTest: material.alphaTest,\n doubleSided: material.side === DoubleSide,\n flipSided: material.side === BackSide,\n depthPacking: material.depthPacking !== undefined ? material.depthPacking : false\n };\n return parameters;\n };\n\n this.getProgramCode = function (material, parameters) {\n var array = [];\n\n if (parameters.shaderID) {\n array.push(parameters.shaderID);\n } else {\n array.push(material.fragmentShader);\n array.push(material.vertexShader);\n }\n\n if (material.defines !== undefined) {\n for (var name in material.defines) {\n array.push(name);\n array.push(material.defines[name]);\n }\n }\n\n for (var i = 0; i < parameterNames.length; i++) {\n array.push(parameters[parameterNames[i]]);\n }\n\n array.push(material.onBeforeCompile.toString());\n array.push(renderer.gammaOutput);\n array.push(renderer.gammaFactor);\n return array.join();\n };\n\n this.acquireProgram = function (material, shader, parameters, code) {\n var program; // Check if code has been already compiled\n\n for (var p = 0, pl = programs.length; p < pl; p++) {\n var programInfo = programs[p];\n\n if (programInfo.code === code) {\n program = programInfo;\n ++program.usedTimes;\n break;\n }\n }\n\n if (program === undefined) {\n program = new WebGLProgram(renderer, extensions, code, material, shader, parameters, capabilities);\n programs.push(program);\n }\n\n return program;\n };\n\n this.releaseProgram = function (program) {\n if (--program.usedTimes === 0) {\n // Remove from unordered set\n var i = programs.indexOf(program);\n programs[i] = programs[programs.length - 1];\n programs.pop(); // Free WebGL resources\n\n program.destroy();\n }\n }; // Exposed for resource monitoring & error feedback via renderer.info:\n\n\n this.programs = programs;\n}\n/**\n * @author fordacious / fordacious.github.io\n */\n\n\nfunction WebGLProperties() {\n var properties = new WeakMap();\n\n function get(object) {\n var map = properties.get(object);\n\n if (map === undefined) {\n map = {};\n properties.set(object, map);\n }\n\n return map;\n }\n\n function remove(object) {\n properties.delete(object);\n }\n\n function update(object, key, value) {\n properties.get(object)[key] = value;\n }\n\n function dispose() {\n properties = new WeakMap();\n }\n\n return {\n get: get,\n remove: remove,\n update: update,\n dispose: dispose\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction painterSortStable(a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return a.renderOrder - b.renderOrder;\n } else if (a.program && b.program && a.program !== b.program) {\n return a.program.id - b.program.id;\n } else if (a.material.id !== b.material.id) {\n return a.material.id - b.material.id;\n } else if (a.z !== b.z) {\n return a.z - b.z;\n } else {\n return a.id - b.id;\n }\n}\n\nfunction reversePainterSortStable(a, b) {\n if (a.renderOrder !== b.renderOrder) {\n return a.renderOrder - b.renderOrder;\n }\n\n if (a.z !== b.z) {\n return b.z - a.z;\n } else {\n return a.id - b.id;\n }\n}\n\nfunction WebGLRenderList() {\n var renderItems = [];\n var renderItemsIndex = 0;\n var opaque = [];\n var transparent = [];\n\n function init() {\n renderItemsIndex = 0;\n opaque.length = 0;\n transparent.length = 0;\n }\n\n function getNextRenderItem(object, geometry, material, z, group) {\n var renderItem = renderItems[renderItemsIndex];\n\n if (renderItem === undefined) {\n renderItem = {\n id: object.id,\n object: object,\n geometry: geometry,\n material: material,\n program: material.program,\n renderOrder: object.renderOrder,\n z: z,\n group: group\n };\n renderItems[renderItemsIndex] = renderItem;\n } else {\n renderItem.id = object.id;\n renderItem.object = object;\n renderItem.geometry = geometry;\n renderItem.material = material;\n renderItem.program = material.program;\n renderItem.renderOrder = object.renderOrder;\n renderItem.z = z;\n renderItem.group = group;\n }\n\n renderItemsIndex++;\n return renderItem;\n }\n\n function push(object, geometry, material, z, group) {\n var renderItem = getNextRenderItem(object, geometry, material, z, group);\n (material.transparent === true ? transparent : opaque).push(renderItem);\n }\n\n function unshift(object, geometry, material, z, group) {\n var renderItem = getNextRenderItem(object, geometry, material, z, group);\n (material.transparent === true ? transparent : opaque).unshift(renderItem);\n }\n\n function sort() {\n if (opaque.length > 1) opaque.sort(painterSortStable);\n if (transparent.length > 1) transparent.sort(reversePainterSortStable);\n }\n\n return {\n opaque: opaque,\n transparent: transparent,\n init: init,\n push: push,\n unshift: unshift,\n sort: sort\n };\n}\n\nfunction WebGLRenderLists() {\n var lists = {};\n\n function get(scene, camera) {\n var cameras = lists[scene.id];\n var list;\n\n if (cameras === undefined) {\n list = new WebGLRenderList();\n lists[scene.id] = {};\n lists[scene.id][camera.id] = list;\n } else {\n list = cameras[camera.id];\n\n if (list === undefined) {\n list = new WebGLRenderList();\n cameras[camera.id] = list;\n }\n }\n\n return list;\n }\n\n function dispose() {\n lists = {};\n }\n\n return {\n get: get,\n dispose: dispose\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction UniformsCache() {\n var lights = {};\n return {\n get: function get(light) {\n if (lights[light.id] !== undefined) {\n return lights[light.id];\n }\n\n var uniforms;\n\n switch (light.type) {\n case 'DirectionalLight':\n uniforms = {\n direction: new Vector3(),\n color: new Color(),\n shadow: false,\n shadowBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2()\n };\n break;\n\n case 'SpotLight':\n uniforms = {\n position: new Vector3(),\n direction: new Vector3(),\n color: new Color(),\n distance: 0,\n coneCos: 0,\n penumbraCos: 0,\n decay: 0,\n shadow: false,\n shadowBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2()\n };\n break;\n\n case 'PointLight':\n uniforms = {\n position: new Vector3(),\n color: new Color(),\n distance: 0,\n decay: 0,\n shadow: false,\n shadowBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2(),\n shadowCameraNear: 1,\n shadowCameraFar: 1000\n };\n break;\n\n case 'HemisphereLight':\n uniforms = {\n direction: new Vector3(),\n skyColor: new Color(),\n groundColor: new Color()\n };\n break;\n\n case 'RectAreaLight':\n uniforms = {\n color: new Color(),\n position: new Vector3(),\n halfWidth: new Vector3(),\n halfHeight: new Vector3() // TODO (abelnation): set RectAreaLight shadow uniforms\n\n };\n break;\n }\n\n lights[light.id] = uniforms;\n return uniforms;\n }\n };\n}\n\nvar count = 0;\n\nfunction WebGLLights() {\n var cache = new UniformsCache();\n var state = {\n id: count++,\n hash: {\n stateID: -1,\n directionalLength: -1,\n pointLength: -1,\n spotLength: -1,\n rectAreaLength: -1,\n hemiLength: -1,\n shadowsLength: -1\n },\n ambient: [0, 0, 0],\n directional: [],\n directionalShadowMap: [],\n directionalShadowMatrix: [],\n spot: [],\n spotShadowMap: [],\n spotShadowMatrix: [],\n rectArea: [],\n point: [],\n pointShadowMap: [],\n pointShadowMatrix: [],\n hemi: []\n };\n var vector3 = new Vector3();\n var matrix4 = new Matrix4();\n var matrix42 = new Matrix4();\n\n function setup(lights, shadows, camera) {\n var r = 0,\n g = 0,\n b = 0;\n var directionalLength = 0;\n var pointLength = 0;\n var spotLength = 0;\n var rectAreaLength = 0;\n var hemiLength = 0;\n var viewMatrix = camera.matrixWorldInverse;\n\n for (var i = 0, l = lights.length; i < l; i++) {\n var light = lights[i];\n var color = light.color;\n var intensity = light.intensity;\n var distance = light.distance;\n var shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;\n\n if (light.isAmbientLight) {\n r += color.r * intensity;\n g += color.g * intensity;\n b += color.b * intensity;\n } else if (light.isDirectionalLight) {\n var uniforms = cache.get(light);\n uniforms.color.copy(light.color).multiplyScalar(light.intensity);\n uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n vector3.setFromMatrixPosition(light.target.matrixWorld);\n uniforms.direction.sub(vector3);\n uniforms.direction.transformDirection(viewMatrix);\n uniforms.shadow = light.castShadow;\n\n if (light.castShadow) {\n var shadow = light.shadow;\n uniforms.shadowBias = shadow.bias;\n uniforms.shadowRadius = shadow.radius;\n uniforms.shadowMapSize = shadow.mapSize;\n }\n\n state.directionalShadowMap[directionalLength] = shadowMap;\n state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;\n state.directional[directionalLength] = uniforms;\n directionalLength++;\n } else if (light.isSpotLight) {\n var uniforms = cache.get(light);\n uniforms.position.setFromMatrixPosition(light.matrixWorld);\n uniforms.position.applyMatrix4(viewMatrix);\n uniforms.color.copy(color).multiplyScalar(intensity);\n uniforms.distance = distance;\n uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n vector3.setFromMatrixPosition(light.target.matrixWorld);\n uniforms.direction.sub(vector3);\n uniforms.direction.transformDirection(viewMatrix);\n uniforms.coneCos = Math.cos(light.angle);\n uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));\n uniforms.decay = light.decay;\n uniforms.shadow = light.castShadow;\n\n if (light.castShadow) {\n var shadow = light.shadow;\n uniforms.shadowBias = shadow.bias;\n uniforms.shadowRadius = shadow.radius;\n uniforms.shadowMapSize = shadow.mapSize;\n }\n\n state.spotShadowMap[spotLength] = shadowMap;\n state.spotShadowMatrix[spotLength] = light.shadow.matrix;\n state.spot[spotLength] = uniforms;\n spotLength++;\n } else if (light.isRectAreaLight) {\n var uniforms = cache.get(light); // (a) intensity is the total visible light emitted\n //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n // (b) intensity is the brightness of the light\n\n uniforms.color.copy(color).multiplyScalar(intensity);\n uniforms.position.setFromMatrixPosition(light.matrixWorld);\n uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors\n\n matrix42.identity();\n matrix4.copy(light.matrixWorld);\n matrix4.premultiply(viewMatrix);\n matrix42.extractRotation(matrix4);\n uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);\n uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);\n uniforms.halfWidth.applyMatrix4(matrix42);\n uniforms.halfHeight.applyMatrix4(matrix42); // TODO (abelnation): RectAreaLight distance?\n // uniforms.distance = distance;\n\n state.rectArea[rectAreaLength] = uniforms;\n rectAreaLength++;\n } else if (light.isPointLight) {\n var uniforms = cache.get(light);\n uniforms.position.setFromMatrixPosition(light.matrixWorld);\n uniforms.position.applyMatrix4(viewMatrix);\n uniforms.color.copy(light.color).multiplyScalar(light.intensity);\n uniforms.distance = light.distance;\n uniforms.decay = light.decay;\n uniforms.shadow = light.castShadow;\n\n if (light.castShadow) {\n var shadow = light.shadow;\n uniforms.shadowBias = shadow.bias;\n uniforms.shadowRadius = shadow.radius;\n uniforms.shadowMapSize = shadow.mapSize;\n uniforms.shadowCameraNear = shadow.camera.near;\n uniforms.shadowCameraFar = shadow.camera.far;\n }\n\n state.pointShadowMap[pointLength] = shadowMap;\n state.pointShadowMatrix[pointLength] = light.shadow.matrix;\n state.point[pointLength] = uniforms;\n pointLength++;\n } else if (light.isHemisphereLight) {\n var uniforms = cache.get(light);\n uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n uniforms.direction.transformDirection(viewMatrix);\n uniforms.direction.normalize();\n uniforms.skyColor.copy(light.color).multiplyScalar(intensity);\n uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity);\n state.hemi[hemiLength] = uniforms;\n hemiLength++;\n }\n }\n\n state.ambient[0] = r;\n state.ambient[1] = g;\n state.ambient[2] = b;\n state.directional.length = directionalLength;\n state.spot.length = spotLength;\n state.rectArea.length = rectAreaLength;\n state.point.length = pointLength;\n state.hemi.length = hemiLength;\n state.hash.stateID = state.id;\n state.hash.directionalLength = directionalLength;\n state.hash.pointLength = pointLength;\n state.hash.spotLength = spotLength;\n state.hash.rectAreaLength = rectAreaLength;\n state.hash.hemiLength = hemiLength;\n state.hash.shadowsLength = shadows.length;\n }\n\n return {\n setup: setup,\n state: state\n };\n}\n/**\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n\nfunction WebGLRenderState() {\n var lights = new WebGLLights();\n var lightsArray = [];\n var shadowsArray = [];\n\n function init() {\n lightsArray.length = 0;\n shadowsArray.length = 0;\n }\n\n function pushLight(light) {\n lightsArray.push(light);\n }\n\n function pushShadow(shadowLight) {\n shadowsArray.push(shadowLight);\n }\n\n function setupLights(camera) {\n lights.setup(lightsArray, shadowsArray, camera);\n }\n\n var state = {\n lightsArray: lightsArray,\n shadowsArray: shadowsArray,\n lights: lights\n };\n return {\n init: init,\n state: state,\n setupLights: setupLights,\n pushLight: pushLight,\n pushShadow: pushShadow\n };\n}\n\nfunction WebGLRenderStates() {\n var renderStates = {};\n\n function get(scene, camera) {\n var renderState;\n\n if (renderStates[scene.id] === undefined) {\n renderState = new WebGLRenderState();\n renderStates[scene.id] = {};\n renderStates[scene.id][camera.id] = renderState;\n } else {\n if (renderStates[scene.id][camera.id] === undefined) {\n renderState = new WebGLRenderState();\n renderStates[scene.id][camera.id] = renderState;\n } else {\n renderState = renderStates[scene.id][camera.id];\n }\n }\n\n return renderState;\n }\n\n function dispose() {\n renderStates = {};\n }\n\n return {\n get: get,\n dispose: dispose\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / https://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\n\nfunction MeshDepthMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshDepthMaterial';\n this.depthPacking = BasicDepthPacking;\n this.skinning = false;\n this.morphTargets = false;\n this.map = null;\n this.alphaMap = null;\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false;\n this.lights = false;\n this.setValues(parameters);\n}\n\nMeshDepthMaterial.prototype = Object.create(Material.prototype);\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.depthPacking = source.depthPacking;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n return this;\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\n\nfunction MeshDistanceMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshDistanceMaterial';\n this.referencePosition = new Vector3();\n this.nearDistance = 1;\n this.farDistance = 1000;\n this.skinning = false;\n this.morphTargets = false;\n this.map = null;\n this.alphaMap = null;\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.fog = false;\n this.lights = false;\n this.setValues(parameters);\n}\n\nMeshDistanceMaterial.prototype = Object.create(Material.prototype);\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.referencePosition.copy(source.referencePosition);\n this.nearDistance = source.nearDistance;\n this.farDistance = source.farDistance;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n return this;\n};\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLShadowMap(_renderer, _objects, maxTextureSize) {\n var _frustum = new Frustum(),\n _projScreenMatrix = new Matrix4(),\n _shadowMapSize = new Vector2(),\n _maxShadowMapSize = new Vector2(maxTextureSize, maxTextureSize),\n _lookTarget = new Vector3(),\n _lightPositionWorld = new Vector3(),\n _MorphingFlag = 1,\n _SkinningFlag = 2,\n _NumberOfMaterialVariants = (_MorphingFlag | _SkinningFlag) + 1,\n _depthMaterials = new Array(_NumberOfMaterialVariants),\n _distanceMaterials = new Array(_NumberOfMaterialVariants),\n _materialCache = {};\n\n var shadowSide = {\n 0: BackSide,\n 1: FrontSide,\n 2: DoubleSide\n };\n var cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)];\n var cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)];\n var cube2DViewPorts = [new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4()]; // init\n\n for (var i = 0; i !== _NumberOfMaterialVariants; ++i) {\n var useMorphing = (i & _MorphingFlag) !== 0;\n var useSkinning = (i & _SkinningFlag) !== 0;\n var depthMaterial = new MeshDepthMaterial({\n depthPacking: RGBADepthPacking,\n morphTargets: useMorphing,\n skinning: useSkinning\n });\n _depthMaterials[i] = depthMaterial; //\n\n var distanceMaterial = new MeshDistanceMaterial({\n morphTargets: useMorphing,\n skinning: useSkinning\n });\n _distanceMaterials[i] = distanceMaterial;\n } //\n\n\n var scope = this;\n this.enabled = false;\n this.autoUpdate = true;\n this.needsUpdate = false;\n this.type = PCFShadowMap;\n\n this.render = function (lights, scene, camera) {\n if (scope.enabled === false) return;\n if (scope.autoUpdate === false && scope.needsUpdate === false) return;\n if (lights.length === 0) return; // TODO Clean up (needed in case of contextlost)\n\n var _gl = _renderer.context;\n var _state = _renderer.state; // Set GL state for depth map.\n\n _state.disable(3042);\n\n _state.buffers.color.setClear(1, 1, 1, 1);\n\n _state.buffers.depth.setTest(true);\n\n _state.setScissorTest(false); // render depth map\n\n\n var faceCount;\n\n for (var i = 0, il = lights.length; i < il; i++) {\n var light = lights[i];\n var shadow = light.shadow;\n var isPointLight = light && light.isPointLight;\n\n if (shadow === undefined) {\n console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');\n continue;\n }\n\n var shadowCamera = shadow.camera;\n\n _shadowMapSize.copy(shadow.mapSize);\n\n _shadowMapSize.min(_maxShadowMapSize);\n\n if (isPointLight) {\n var vpWidth = _shadowMapSize.x;\n var vpHeight = _shadowMapSize.y; // These viewports map a cube-map onto a 2D texture with the\n // following orientation:\n //\n // xzXZ\n // y Y\n //\n // X - Positive x direction\n // x - Negative x direction\n // Y - Positive y direction\n // y - Negative y direction\n // Z - Positive z direction\n // z - Negative z direction\n // positive X\n\n cube2DViewPorts[0].set(vpWidth * 2, vpHeight, vpWidth, vpHeight); // negative X\n\n cube2DViewPorts[1].set(0, vpHeight, vpWidth, vpHeight); // positive Z\n\n cube2DViewPorts[2].set(vpWidth * 3, vpHeight, vpWidth, vpHeight); // negative Z\n\n cube2DViewPorts[3].set(vpWidth, vpHeight, vpWidth, vpHeight); // positive Y\n\n cube2DViewPorts[4].set(vpWidth * 3, 0, vpWidth, vpHeight); // negative Y\n\n cube2DViewPorts[5].set(vpWidth, 0, vpWidth, vpHeight);\n _shadowMapSize.x *= 4.0;\n _shadowMapSize.y *= 2.0;\n }\n\n if (shadow.map === null) {\n var pars = {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n format: RGBAFormat\n };\n shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);\n shadow.map.texture.name = light.name + \".shadowMap\";\n shadowCamera.updateProjectionMatrix();\n }\n\n if (shadow.isSpotLightShadow) {\n shadow.update(light);\n }\n\n var shadowMap = shadow.map;\n var shadowMatrix = shadow.matrix;\n\n _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);\n\n shadowCamera.position.copy(_lightPositionWorld);\n\n if (isPointLight) {\n faceCount = 6; // for point lights we set the shadow matrix to be a translation-only matrix\n // equal to inverse of the light's position\n\n shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);\n } else {\n faceCount = 1;\n\n _lookTarget.setFromMatrixPosition(light.target.matrixWorld);\n\n shadowCamera.lookAt(_lookTarget);\n shadowCamera.updateMatrixWorld(); // compute shadow matrix\n\n shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\n shadowMatrix.multiply(shadowCamera.projectionMatrix);\n shadowMatrix.multiply(shadowCamera.matrixWorldInverse);\n }\n\n _renderer.setRenderTarget(shadowMap);\n\n _renderer.clear(); // render shadow map for each cube face (if omni-directional) or\n // run a single pass if not\n\n\n for (var face = 0; face < faceCount; face++) {\n if (isPointLight) {\n _lookTarget.copy(shadowCamera.position);\n\n _lookTarget.add(cubeDirections[face]);\n\n shadowCamera.up.copy(cubeUps[face]);\n shadowCamera.lookAt(_lookTarget);\n shadowCamera.updateMatrixWorld();\n var vpDimensions = cube2DViewPorts[face];\n\n _state.viewport(vpDimensions);\n } // update camera matrices and frustum\n\n\n _projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);\n\n _frustum.setFromMatrix(_projScreenMatrix); // set object matrices & frustum culling\n\n\n renderObject(scene, camera, shadowCamera, isPointLight);\n }\n }\n\n scope.needsUpdate = false;\n };\n\n function getDepthMaterial(object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar) {\n var geometry = object.geometry;\n var result = null;\n var materialVariants = _depthMaterials;\n var customMaterial = object.customDepthMaterial;\n\n if (isPointLight) {\n materialVariants = _distanceMaterials;\n customMaterial = object.customDistanceMaterial;\n }\n\n if (!customMaterial) {\n var useMorphing = false;\n\n if (material.morphTargets) {\n if (geometry && geometry.isBufferGeometry) {\n useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n } else if (geometry && geometry.isGeometry) {\n useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;\n }\n }\n\n if (object.isSkinnedMesh && material.skinning === false) {\n console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object);\n }\n\n var useSkinning = object.isSkinnedMesh && material.skinning;\n var variantIndex = 0;\n if (useMorphing) variantIndex |= _MorphingFlag;\n if (useSkinning) variantIndex |= _SkinningFlag;\n result = materialVariants[variantIndex];\n } else {\n result = customMaterial;\n }\n\n if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) {\n // in this case we need a unique material instance reflecting the\n // appropriate state\n var keyA = result.uuid,\n keyB = material.uuid;\n var materialsForVariant = _materialCache[keyA];\n\n if (materialsForVariant === undefined) {\n materialsForVariant = {};\n _materialCache[keyA] = materialsForVariant;\n }\n\n var cachedMaterial = materialsForVariant[keyB];\n\n if (cachedMaterial === undefined) {\n cachedMaterial = result.clone();\n materialsForVariant[keyB] = cachedMaterial;\n }\n\n result = cachedMaterial;\n }\n\n result.visible = material.visible;\n result.wireframe = material.wireframe;\n result.side = material.shadowSide != null ? material.shadowSide : shadowSide[material.side];\n result.clipShadows = material.clipShadows;\n result.clippingPlanes = material.clippingPlanes;\n result.clipIntersection = material.clipIntersection;\n result.wireframeLinewidth = material.wireframeLinewidth;\n result.linewidth = material.linewidth;\n\n if (isPointLight && result.isMeshDistanceMaterial) {\n result.referencePosition.copy(lightPositionWorld);\n result.nearDistance = shadowCameraNear;\n result.farDistance = shadowCameraFar;\n }\n\n return result;\n }\n\n function renderObject(object, camera, shadowCamera, isPointLight) {\n if (object.visible === false) return;\n var visible = object.layers.test(camera.layers);\n\n if (visible && (object.isMesh || object.isLine || object.isPoints)) {\n if (object.castShadow && (!object.frustumCulled || _frustum.intersectsObject(object))) {\n object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);\n\n var geometry = _objects.update(object);\n\n var material = object.material;\n\n if (Array.isArray(material)) {\n var groups = geometry.groups;\n\n for (var k = 0, kl = groups.length; k < kl; k++) {\n var group = groups[k];\n var groupMaterial = material[group.materialIndex];\n\n if (groupMaterial && groupMaterial.visible) {\n var depthMaterial = getDepthMaterial(object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far);\n\n _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);\n }\n }\n } else if (material.visible) {\n var depthMaterial = getDepthMaterial(object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far);\n\n _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);\n }\n }\n }\n\n var children = object.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n renderObject(children[i], camera, shadowCamera, isPointLight);\n }\n }\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLState(gl, extensions, utils, capabilities) {\n function ColorBuffer() {\n var locked = false;\n var color = new Vector4();\n var currentColorMask = null;\n var currentColorClear = new Vector4(0, 0, 0, 0);\n return {\n setMask: function setMask(colorMask) {\n if (currentColorMask !== colorMask && !locked) {\n gl.colorMask(colorMask, colorMask, colorMask, colorMask);\n currentColorMask = colorMask;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(r, g, b, a, premultipliedAlpha) {\n if (premultipliedAlpha === true) {\n r *= a;\n g *= a;\n b *= a;\n }\n\n color.set(r, g, b, a);\n\n if (currentColorClear.equals(color) === false) {\n gl.clearColor(r, g, b, a);\n currentColorClear.copy(color);\n }\n },\n reset: function reset() {\n locked = false;\n currentColorMask = null;\n currentColorClear.set(-1, 0, 0, 0); // set to invalid state\n }\n };\n }\n\n function DepthBuffer() {\n var locked = false;\n var currentDepthMask = null;\n var currentDepthFunc = null;\n var currentDepthClear = null;\n return {\n setTest: function setTest(depthTest) {\n if (depthTest) {\n enable(2929);\n } else {\n disable(2929);\n }\n },\n setMask: function setMask(depthMask) {\n if (currentDepthMask !== depthMask && !locked) {\n gl.depthMask(depthMask);\n currentDepthMask = depthMask;\n }\n },\n setFunc: function setFunc(depthFunc) {\n if (currentDepthFunc !== depthFunc) {\n if (depthFunc) {\n switch (depthFunc) {\n case NeverDepth:\n gl.depthFunc(512);\n break;\n\n case AlwaysDepth:\n gl.depthFunc(519);\n break;\n\n case LessDepth:\n gl.depthFunc(513);\n break;\n\n case LessEqualDepth:\n gl.depthFunc(515);\n break;\n\n case EqualDepth:\n gl.depthFunc(514);\n break;\n\n case GreaterEqualDepth:\n gl.depthFunc(518);\n break;\n\n case GreaterDepth:\n gl.depthFunc(516);\n break;\n\n case NotEqualDepth:\n gl.depthFunc(517);\n break;\n\n default:\n gl.depthFunc(515);\n }\n } else {\n gl.depthFunc(515);\n }\n\n currentDepthFunc = depthFunc;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(depth) {\n if (currentDepthClear !== depth) {\n gl.clearDepth(depth);\n currentDepthClear = depth;\n }\n },\n reset: function reset() {\n locked = false;\n currentDepthMask = null;\n currentDepthFunc = null;\n currentDepthClear = null;\n }\n };\n }\n\n function StencilBuffer() {\n var locked = false;\n var currentStencilMask = null;\n var currentStencilFunc = null;\n var currentStencilRef = null;\n var currentStencilFuncMask = null;\n var currentStencilFail = null;\n var currentStencilZFail = null;\n var currentStencilZPass = null;\n var currentStencilClear = null;\n return {\n setTest: function setTest(stencilTest) {\n if (stencilTest) {\n enable(2960);\n } else {\n disable(2960);\n }\n },\n setMask: function setMask(stencilMask) {\n if (currentStencilMask !== stencilMask && !locked) {\n gl.stencilMask(stencilMask);\n currentStencilMask = stencilMask;\n }\n },\n setFunc: function setFunc(stencilFunc, stencilRef, stencilMask) {\n if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {\n gl.stencilFunc(stencilFunc, stencilRef, stencilMask);\n currentStencilFunc = stencilFunc;\n currentStencilRef = stencilRef;\n currentStencilFuncMask = stencilMask;\n }\n },\n setOp: function setOp(stencilFail, stencilZFail, stencilZPass) {\n if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {\n gl.stencilOp(stencilFail, stencilZFail, stencilZPass);\n currentStencilFail = stencilFail;\n currentStencilZFail = stencilZFail;\n currentStencilZPass = stencilZPass;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(stencil) {\n if (currentStencilClear !== stencil) {\n gl.clearStencil(stencil);\n currentStencilClear = stencil;\n }\n },\n reset: function reset() {\n locked = false;\n currentStencilMask = null;\n currentStencilFunc = null;\n currentStencilRef = null;\n currentStencilFuncMask = null;\n currentStencilFail = null;\n currentStencilZFail = null;\n currentStencilZPass = null;\n currentStencilClear = null;\n }\n };\n } //\n\n\n var colorBuffer = new ColorBuffer();\n var depthBuffer = new DepthBuffer();\n var stencilBuffer = new StencilBuffer();\n var maxVertexAttributes = gl.getParameter(34921);\n var newAttributes = new Uint8Array(maxVertexAttributes);\n var enabledAttributes = new Uint8Array(maxVertexAttributes);\n var attributeDivisors = new Uint8Array(maxVertexAttributes);\n var enabledCapabilities = {};\n var compressedTextureFormats = null;\n var currentProgram = null;\n var currentBlendingEnabled = null;\n var currentBlending = null;\n var currentBlendEquation = null;\n var currentBlendSrc = null;\n var currentBlendDst = null;\n var currentBlendEquationAlpha = null;\n var currentBlendSrcAlpha = null;\n var currentBlendDstAlpha = null;\n var currentPremultipledAlpha = false;\n var currentFlipSided = null;\n var currentCullFace = null;\n var currentLineWidth = null;\n var currentPolygonOffsetFactor = null;\n var currentPolygonOffsetUnits = null;\n var maxTextures = gl.getParameter(35661);\n var lineWidthAvailable = false;\n var version = 0;\n var glVersion = gl.getParameter(7938);\n\n if (glVersion.indexOf('WebGL') !== -1) {\n version = parseFloat(/^WebGL\\ ([0-9])/.exec(glVersion)[1]);\n lineWidthAvailable = version >= 1.0;\n } else if (glVersion.indexOf('OpenGL ES') !== -1) {\n version = parseFloat(/^OpenGL\\ ES\\ ([0-9])/.exec(glVersion)[1]);\n lineWidthAvailable = version >= 2.0;\n }\n\n var currentTextureSlot = null;\n var currentBoundTextures = {};\n var currentScissor = new Vector4();\n var currentViewport = new Vector4();\n\n function createTexture(type, target, count) {\n var data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.\n\n var texture = gl.createTexture();\n gl.bindTexture(type, texture);\n gl.texParameteri(type, 10241, 9728);\n gl.texParameteri(type, 10240, 9728);\n\n for (var i = 0; i < count; i++) {\n gl.texImage2D(target + i, 0, 6408, 1, 1, 0, 6408, 5121, data);\n }\n\n return texture;\n }\n\n var emptyTextures = {};\n emptyTextures[3553] = createTexture(3553, 3553, 1);\n emptyTextures[34067] = createTexture(34067, 34069, 6); // init\n\n colorBuffer.setClear(0, 0, 0, 1);\n depthBuffer.setClear(1);\n stencilBuffer.setClear(0);\n enable(2929);\n depthBuffer.setFunc(LessEqualDepth);\n setFlipSided(false);\n setCullFace(CullFaceBack);\n enable(2884);\n setBlending(NoBlending); //\n\n function initAttributes() {\n for (var i = 0, l = newAttributes.length; i < l; i++) {\n newAttributes[i] = 0;\n }\n }\n\n function enableAttribute(attribute) {\n enableAttributeAndDivisor(attribute, 0);\n }\n\n function enableAttributeAndDivisor(attribute, meshPerAttribute) {\n newAttributes[attribute] = 1;\n\n if (enabledAttributes[attribute] === 0) {\n gl.enableVertexAttribArray(attribute);\n enabledAttributes[attribute] = 1;\n }\n\n if (attributeDivisors[attribute] !== meshPerAttribute) {\n var extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');\n extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);\n attributeDivisors[attribute] = meshPerAttribute;\n }\n }\n\n function disableUnusedAttributes() {\n for (var i = 0, l = enabledAttributes.length; i !== l; ++i) {\n if (enabledAttributes[i] !== newAttributes[i]) {\n gl.disableVertexAttribArray(i);\n enabledAttributes[i] = 0;\n }\n }\n }\n\n function enable(id) {\n if (enabledCapabilities[id] !== true) {\n gl.enable(id);\n enabledCapabilities[id] = true;\n }\n }\n\n function disable(id) {\n if (enabledCapabilities[id] !== false) {\n gl.disable(id);\n enabledCapabilities[id] = false;\n }\n }\n\n function getCompressedTextureFormats() {\n if (compressedTextureFormats === null) {\n compressedTextureFormats = [];\n\n if (extensions.get('WEBGL_compressed_texture_pvrtc') || extensions.get('WEBGL_compressed_texture_s3tc') || extensions.get('WEBGL_compressed_texture_etc1') || extensions.get('WEBGL_compressed_texture_astc')) {\n var formats = gl.getParameter(34467);\n\n for (var i = 0; i < formats.length; i++) {\n compressedTextureFormats.push(formats[i]);\n }\n }\n }\n\n return compressedTextureFormats;\n }\n\n function useProgram(program) {\n if (currentProgram !== program) {\n gl.useProgram(program);\n currentProgram = program;\n return true;\n }\n\n return false;\n }\n\n function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {\n if (blending === NoBlending) {\n if (currentBlendingEnabled) {\n disable(3042);\n currentBlendingEnabled = false;\n }\n\n return;\n }\n\n if (!currentBlendingEnabled) {\n enable(3042);\n currentBlendingEnabled = true;\n }\n\n if (blending !== CustomBlending) {\n if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {\n if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {\n gl.blendEquation(32774);\n currentBlendEquation = AddEquation;\n currentBlendEquationAlpha = AddEquation;\n }\n\n if (premultipliedAlpha) {\n switch (blending) {\n case NormalBlending:\n gl.blendFuncSeparate(1, 771, 1, 771);\n break;\n\n case AdditiveBlending:\n gl.blendFunc(1, 1);\n break;\n\n case SubtractiveBlending:\n gl.blendFuncSeparate(0, 0, 769, 771);\n break;\n\n case MultiplyBlending:\n gl.blendFuncSeparate(0, 768, 0, 770);\n break;\n\n default:\n console.error('THREE.WebGLState: Invalid blending: ', blending);\n break;\n }\n } else {\n switch (blending) {\n case NormalBlending:\n gl.blendFuncSeparate(770, 771, 1, 771);\n break;\n\n case AdditiveBlending:\n gl.blendFunc(770, 1);\n break;\n\n case SubtractiveBlending:\n gl.blendFunc(0, 769);\n break;\n\n case MultiplyBlending:\n gl.blendFunc(0, 768);\n break;\n\n default:\n console.error('THREE.WebGLState: Invalid blending: ', blending);\n break;\n }\n }\n\n currentBlendSrc = null;\n currentBlendDst = null;\n currentBlendSrcAlpha = null;\n currentBlendDstAlpha = null;\n currentBlending = blending;\n currentPremultipledAlpha = premultipliedAlpha;\n }\n\n return;\n } // custom blending\n\n\n blendEquationAlpha = blendEquationAlpha || blendEquation;\n blendSrcAlpha = blendSrcAlpha || blendSrc;\n blendDstAlpha = blendDstAlpha || blendDst;\n\n if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {\n gl.blendEquationSeparate(utils.convert(blendEquation), utils.convert(blendEquationAlpha));\n currentBlendEquation = blendEquation;\n currentBlendEquationAlpha = blendEquationAlpha;\n }\n\n if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {\n gl.blendFuncSeparate(utils.convert(blendSrc), utils.convert(blendDst), utils.convert(blendSrcAlpha), utils.convert(blendDstAlpha));\n currentBlendSrc = blendSrc;\n currentBlendDst = blendDst;\n currentBlendSrcAlpha = blendSrcAlpha;\n currentBlendDstAlpha = blendDstAlpha;\n }\n\n currentBlending = blending;\n currentPremultipledAlpha = null;\n }\n\n function setMaterial(material, frontFaceCW) {\n material.side === DoubleSide ? disable(2884) : enable(2884);\n var flipSided = material.side === BackSide;\n if (frontFaceCW) flipSided = !flipSided;\n setFlipSided(flipSided);\n material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);\n depthBuffer.setFunc(material.depthFunc);\n depthBuffer.setTest(material.depthTest);\n depthBuffer.setMask(material.depthWrite);\n colorBuffer.setMask(material.colorWrite);\n setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);\n } //\n\n\n function setFlipSided(flipSided) {\n if (currentFlipSided !== flipSided) {\n if (flipSided) {\n gl.frontFace(2304);\n } else {\n gl.frontFace(2305);\n }\n\n currentFlipSided = flipSided;\n }\n }\n\n function setCullFace(cullFace) {\n if (cullFace !== CullFaceNone) {\n enable(2884);\n\n if (cullFace !== currentCullFace) {\n if (cullFace === CullFaceBack) {\n gl.cullFace(1029);\n } else if (cullFace === CullFaceFront) {\n gl.cullFace(1028);\n } else {\n gl.cullFace(1032);\n }\n }\n } else {\n disable(2884);\n }\n\n currentCullFace = cullFace;\n }\n\n function setLineWidth(width) {\n if (width !== currentLineWidth) {\n if (lineWidthAvailable) gl.lineWidth(width);\n currentLineWidth = width;\n }\n }\n\n function setPolygonOffset(polygonOffset, factor, units) {\n if (polygonOffset) {\n enable(32823);\n\n if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {\n gl.polygonOffset(factor, units);\n currentPolygonOffsetFactor = factor;\n currentPolygonOffsetUnits = units;\n }\n } else {\n disable(32823);\n }\n }\n\n function setScissorTest(scissorTest) {\n if (scissorTest) {\n enable(3089);\n } else {\n disable(3089);\n }\n } // texture\n\n\n function activeTexture(webglSlot) {\n if (webglSlot === undefined) webglSlot = 33984 + maxTextures - 1;\n\n if (currentTextureSlot !== webglSlot) {\n gl.activeTexture(webglSlot);\n currentTextureSlot = webglSlot;\n }\n }\n\n function bindTexture(webglType, webglTexture) {\n if (currentTextureSlot === null) {\n activeTexture();\n }\n\n var boundTexture = currentBoundTextures[currentTextureSlot];\n\n if (boundTexture === undefined) {\n boundTexture = {\n type: undefined,\n texture: undefined\n };\n currentBoundTextures[currentTextureSlot] = boundTexture;\n }\n\n if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {\n gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);\n boundTexture.type = webglType;\n boundTexture.texture = webglTexture;\n }\n }\n\n function compressedTexImage2D() {\n try {\n gl.compressedTexImage2D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n }\n\n function texImage2D() {\n try {\n gl.texImage2D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n }\n\n function texImage3D() {\n try {\n gl.texImage3D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n } //\n\n\n function scissor(scissor) {\n if (currentScissor.equals(scissor) === false) {\n gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);\n currentScissor.copy(scissor);\n }\n }\n\n function viewport(viewport) {\n if (currentViewport.equals(viewport) === false) {\n gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);\n currentViewport.copy(viewport);\n }\n } //\n\n\n function reset() {\n for (var i = 0; i < enabledAttributes.length; i++) {\n if (enabledAttributes[i] === 1) {\n gl.disableVertexAttribArray(i);\n enabledAttributes[i] = 0;\n }\n }\n\n enabledCapabilities = {};\n compressedTextureFormats = null;\n currentTextureSlot = null;\n currentBoundTextures = {};\n currentProgram = null;\n currentBlending = null;\n currentFlipSided = null;\n currentCullFace = null;\n colorBuffer.reset();\n depthBuffer.reset();\n stencilBuffer.reset();\n }\n\n return {\n buffers: {\n color: colorBuffer,\n depth: depthBuffer,\n stencil: stencilBuffer\n },\n initAttributes: initAttributes,\n enableAttribute: enableAttribute,\n enableAttributeAndDivisor: enableAttributeAndDivisor,\n disableUnusedAttributes: disableUnusedAttributes,\n enable: enable,\n disable: disable,\n getCompressedTextureFormats: getCompressedTextureFormats,\n useProgram: useProgram,\n setBlending: setBlending,\n setMaterial: setMaterial,\n setFlipSided: setFlipSided,\n setCullFace: setCullFace,\n setLineWidth: setLineWidth,\n setPolygonOffset: setPolygonOffset,\n setScissorTest: setScissorTest,\n activeTexture: activeTexture,\n bindTexture: bindTexture,\n compressedTexImage2D: compressedTexImage2D,\n texImage2D: texImage2D,\n texImage3D: texImage3D,\n scissor: scissor,\n viewport: viewport,\n reset: reset\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {\n var _videoTextures = {};\n\n var _canvas; //\n\n\n function clampToMaxSize(image, maxSize) {\n if (image.width > maxSize || image.height > maxSize) {\n if ('data' in image) {\n console.warn('THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').');\n return;\n } // Warning: Scaling through the canvas will only work with images that use\n // premultiplied alpha.\n\n\n var scale = maxSize / Math.max(image.width, image.height);\n var canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');\n canvas.width = Math.floor(image.width * scale);\n canvas.height = Math.floor(image.height * scale);\n var context = canvas.getContext('2d');\n context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);\n console.warn('THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height);\n return canvas;\n }\n\n return image;\n }\n\n function isPowerOfTwo(image) {\n return _Math.isPowerOfTwo(image.width) && _Math.isPowerOfTwo(image.height);\n }\n\n function makePowerOfTwo(image) {\n if (image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap) {\n if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');\n _canvas.width = _Math.floorPowerOfTwo(image.width);\n _canvas.height = _Math.floorPowerOfTwo(image.height);\n\n var context = _canvas.getContext('2d');\n\n context.drawImage(image, 0, 0, _canvas.width, _canvas.height);\n console.warn('THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height);\n return _canvas;\n }\n\n return image;\n }\n\n function textureNeedsPowerOfTwo(texture) {\n if (capabilities.isWebGL2) return false;\n return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n }\n\n function textureNeedsGenerateMipmaps(texture, isPowerOfTwo) {\n return texture.generateMipmaps && isPowerOfTwo && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n }\n\n function generateMipmap(target, texture, width, height) {\n _gl.generateMipmap(target);\n\n var textureProperties = properties.get(texture); // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\n textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E;\n }\n\n function getInternalFormat(glFormat, glType) {\n if (!capabilities.isWebGL2) return glFormat;\n\n if (glFormat === 6403) {\n if (glType === 5126) return 33326;\n if (glType === 5131) return 33325;\n if (glType === 5121) return 33321;\n }\n\n if (glFormat === 6407) {\n if (glType === 5126) return 34837;\n if (glType === 5131) return 34843;\n if (glType === 5121) return 32849;\n }\n\n if (glFormat === 6408) {\n if (glType === 5126) return 34836;\n if (glType === 5131) return 34842;\n if (glType === 5121) return 32856;\n }\n\n return glFormat;\n } // Fallback filters for non-power-of-2 textures\n\n\n function filterFallback(f) {\n if (f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter) {\n return 9728;\n }\n\n return 9729;\n } //\n\n\n function onTextureDispose(event) {\n var texture = event.target;\n texture.removeEventListener('dispose', onTextureDispose);\n deallocateTexture(texture);\n\n if (texture.isVideoTexture) {\n delete _videoTextures[texture.id];\n }\n\n info.memory.textures--;\n }\n\n function onRenderTargetDispose(event) {\n var renderTarget = event.target;\n renderTarget.removeEventListener('dispose', onRenderTargetDispose);\n deallocateRenderTarget(renderTarget);\n info.memory.textures--;\n } //\n\n\n function deallocateTexture(texture) {\n var textureProperties = properties.get(texture);\n\n if (texture.image && textureProperties.__image__webglTextureCube) {\n // cube texture\n _gl.deleteTexture(textureProperties.__image__webglTextureCube);\n } else {\n // 2D texture\n if (textureProperties.__webglInit === undefined) return;\n\n _gl.deleteTexture(textureProperties.__webglTexture);\n } // remove all webgl properties\n\n\n properties.remove(texture);\n }\n\n function deallocateRenderTarget(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var textureProperties = properties.get(renderTarget.texture);\n if (!renderTarget) return;\n\n if (textureProperties.__webglTexture !== undefined) {\n _gl.deleteTexture(textureProperties.__webglTexture);\n }\n\n if (renderTarget.depthTexture) {\n renderTarget.depthTexture.dispose();\n }\n\n if (renderTarget.isWebGLRenderTargetCube) {\n for (var i = 0; i < 6; i++) {\n _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);\n\n if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);\n }\n } else {\n _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);\n\n if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);\n }\n\n properties.remove(renderTarget.texture);\n properties.remove(renderTarget);\n } //\n\n\n function setTexture2D(texture, slot) {\n var textureProperties = properties.get(texture);\n if (texture.isVideoTexture) updateVideoTexture(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n var image = texture.image;\n\n if (image === undefined) {\n console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');\n } else if (image.complete === false) {\n console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');\n } else {\n uploadTexture(textureProperties, texture, slot);\n return;\n }\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(3553, textureProperties.__webglTexture);\n }\n\n function setTexture3D(texture, slot) {\n var textureProperties = properties.get(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n uploadTexture(textureProperties, texture, slot);\n return;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(32879, textureProperties.__webglTexture);\n }\n\n function setTextureCube(texture, slot) {\n var textureProperties = properties.get(texture);\n\n if (texture.image.length === 6) {\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n if (!textureProperties.__image__webglTextureCube) {\n texture.addEventListener('dispose', onTextureDispose);\n textureProperties.__image__webglTextureCube = _gl.createTexture();\n info.memory.textures++;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(34067, textureProperties.__image__webglTextureCube);\n\n _gl.pixelStorei(37440, texture.flipY);\n\n var isCompressed = texture && texture.isCompressedTexture;\n var isDataTexture = texture.image[0] && texture.image[0].isDataTexture;\n var cubeImage = [];\n\n for (var i = 0; i < 6; i++) {\n if (!isCompressed && !isDataTexture) {\n cubeImage[i] = clampToMaxSize(texture.image[i], capabilities.maxCubemapSize);\n } else {\n cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];\n }\n }\n\n var image = cubeImage[0],\n isPowerOfTwoImage = isPowerOfTwo(image),\n glFormat = utils.convert(texture.format),\n glType = utils.convert(texture.type),\n glInternalFormat = getInternalFormat(glFormat, glType);\n setTextureParameters(34067, texture, isPowerOfTwoImage);\n\n for (var i = 0; i < 6; i++) {\n if (!isCompressed) {\n if (isDataTexture) {\n state.texImage2D(34069 + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);\n } else {\n state.texImage2D(34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);\n }\n } else {\n var mipmap,\n mipmaps = cubeImage[i].mipmaps;\n\n for (var j = 0, jl = mipmaps.length; j < jl; j++) {\n mipmap = mipmaps[j];\n\n if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {\n if (state.getCompressedTextureFormats().indexOf(glFormat) > -1) {\n state.compressedTexImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n } else {\n console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');\n }\n } else {\n state.texImage2D(34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n }\n }\n }\n\n if (!isCompressed) {\n textureProperties.__maxMipLevel = 0;\n } else {\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n }\n\n if (textureNeedsGenerateMipmaps(texture, isPowerOfTwoImage)) {\n // We assume images for cube map have the same size.\n generateMipmap(34067, texture, image.width, image.height);\n }\n\n textureProperties.__version = texture.version;\n if (texture.onUpdate) texture.onUpdate(texture);\n } else {\n state.activeTexture(33984 + slot);\n state.bindTexture(34067, textureProperties.__image__webglTextureCube);\n }\n }\n }\n\n function setTextureCubeDynamic(texture, slot) {\n state.activeTexture(33984 + slot);\n state.bindTexture(34067, properties.get(texture).__webglTexture);\n }\n\n function setTextureParameters(textureType, texture, isPowerOfTwoImage) {\n var extension;\n\n if (isPowerOfTwoImage) {\n _gl.texParameteri(textureType, 10242, utils.convert(texture.wrapS));\n\n _gl.texParameteri(textureType, 10243, utils.convert(texture.wrapT));\n\n _gl.texParameteri(textureType, 10240, utils.convert(texture.magFilter));\n\n _gl.texParameteri(textureType, 10241, utils.convert(texture.minFilter));\n } else {\n _gl.texParameteri(textureType, 10242, 33071);\n\n _gl.texParameteri(textureType, 10243, 33071);\n\n if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {\n console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');\n }\n\n _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));\n\n _gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));\n\n if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {\n console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');\n }\n }\n\n extension = extensions.get('EXT_texture_filter_anisotropic');\n\n if (extension) {\n if (texture.type === FloatType && extensions.get('OES_texture_float_linear') === null) return;\n if (texture.type === HalfFloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_half_float_linear')) === null) return;\n\n if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {\n _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));\n\n properties.get(texture).__currentAnisotropy = texture.anisotropy;\n }\n }\n }\n\n function uploadTexture(textureProperties, texture, slot) {\n var textureType;\n\n if (texture.isDataTexture3D) {\n textureType = 32879;\n } else {\n textureType = 3553;\n }\n\n if (textureProperties.__webglInit === undefined) {\n textureProperties.__webglInit = true;\n texture.addEventListener('dispose', onTextureDispose);\n textureProperties.__webglTexture = _gl.createTexture();\n info.memory.textures++;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(textureType, textureProperties.__webglTexture);\n\n _gl.pixelStorei(37440, texture.flipY);\n\n _gl.pixelStorei(37441, texture.premultiplyAlpha);\n\n _gl.pixelStorei(3317, texture.unpackAlignment);\n\n var image = clampToMaxSize(texture.image, capabilities.maxTextureSize);\n\n if (textureNeedsPowerOfTwo(texture) && isPowerOfTwo(image) === false) {\n image = makePowerOfTwo(image);\n }\n\n var isPowerOfTwoImage = isPowerOfTwo(image),\n glFormat = utils.convert(texture.format),\n glType = utils.convert(texture.type),\n glInternalFormat = getInternalFormat(glFormat, glType);\n setTextureParameters(textureType, texture, isPowerOfTwoImage);\n var mipmap,\n mipmaps = texture.mipmaps;\n\n if (texture.isDepthTexture) {\n // populate depth texture with dummy data\n glInternalFormat = 6402;\n\n if (texture.type === FloatType) {\n if (!capabilities.isWebGL2) throw new Error('Float Depth Texture only supported in WebGL2.0');\n glInternalFormat = 36012;\n } else if (capabilities.isWebGL2) {\n // WebGL 2.0 requires signed internalformat for glTexImage2D\n glInternalFormat = 33189;\n }\n\n if (texture.format === DepthFormat && glInternalFormat === 6402) {\n // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {\n console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');\n texture.type = UnsignedShortType;\n glType = utils.convert(texture.type);\n }\n } // Depth stencil textures need the DEPTH_STENCIL internal format\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\n\n if (texture.format === DepthStencilFormat) {\n glInternalFormat = 34041; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\n if (texture.type !== UnsignedInt248Type) {\n console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');\n texture.type = UnsignedInt248Type;\n glType = utils.convert(texture.type);\n }\n }\n\n state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);\n } else if (texture.isDataTexture) {\n // use manually created mipmaps if available\n // if there are no manual mipmaps\n // set 0 level mipmap and then use GL to generate other mipmap levels\n if (mipmaps.length > 0 && isPowerOfTwoImage) {\n for (var i = 0, il = mipmaps.length; i < il; i++) {\n mipmap = mipmaps[i];\n state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n\n texture.generateMipmaps = false;\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else {\n state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);\n textureProperties.__maxMipLevel = 0;\n }\n } else if (texture.isCompressedTexture) {\n for (var i = 0, il = mipmaps.length; i < il; i++) {\n mipmap = mipmaps[i];\n\n if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {\n if (state.getCompressedTextureFormats().indexOf(glFormat) > -1) {\n state.compressedTexImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n } else {\n console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');\n }\n } else {\n state.texImage2D(3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n }\n\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else if (texture.isDataTexture3D) {\n state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);\n textureProperties.__maxMipLevel = 0;\n } else {\n // regular Texture (image, video, canvas)\n // use manually created mipmaps if available\n // if there are no manual mipmaps\n // set 0 level mipmap and then use GL to generate other mipmap levels\n if (mipmaps.length > 0 && isPowerOfTwoImage) {\n for (var i = 0, il = mipmaps.length; i < il; i++) {\n mipmap = mipmaps[i];\n state.texImage2D(3553, i, glInternalFormat, glFormat, glType, mipmap);\n }\n\n texture.generateMipmaps = false;\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else {\n state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);\n textureProperties.__maxMipLevel = 0;\n }\n }\n\n if (textureNeedsGenerateMipmaps(texture, isPowerOfTwoImage)) {\n generateMipmap(3553, texture, image.width, image.height);\n }\n\n textureProperties.__version = texture.version;\n if (texture.onUpdate) texture.onUpdate(texture);\n } // Render targets\n // Setup storage for target texture and bind it to correct framebuffer\n\n\n function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) {\n var glFormat = utils.convert(renderTarget.texture.format);\n var glType = utils.convert(renderTarget.texture.type);\n var glInternalFormat = getInternalFormat(glFormat, glType);\n state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);\n\n _gl.bindFramebuffer(36160, framebuffer);\n\n _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0);\n\n _gl.bindFramebuffer(36160, null);\n } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\n\n function setupRenderBufferStorage(renderbuffer, renderTarget) {\n _gl.bindRenderbuffer(36161, renderbuffer);\n\n if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {\n _gl.renderbufferStorage(36161, 33189, renderTarget.width, renderTarget.height);\n\n _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);\n } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {\n _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);\n\n _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);\n } else {\n // FIXME: We don't support !depth !stencil\n _gl.renderbufferStorage(36161, 32854, renderTarget.width, renderTarget.height);\n }\n\n _gl.bindRenderbuffer(36161, null);\n } // Setup resources for a Depth Texture for a FBO (needs an extension)\n\n\n function setupDepthTexture(framebuffer, renderTarget) {\n var isCube = renderTarget && renderTarget.isWebGLRenderTargetCube;\n if (isCube) throw new Error('Depth Texture with cube render targets is not supported');\n\n _gl.bindFramebuffer(36160, framebuffer);\n\n if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {\n throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');\n } // upload an empty depth texture with framebuffer size\n\n\n if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {\n renderTarget.depthTexture.image.width = renderTarget.width;\n renderTarget.depthTexture.image.height = renderTarget.height;\n renderTarget.depthTexture.needsUpdate = true;\n }\n\n setTexture2D(renderTarget.depthTexture, 0);\n\n var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;\n\n if (renderTarget.depthTexture.format === DepthFormat) {\n _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);\n } else if (renderTarget.depthTexture.format === DepthStencilFormat) {\n _gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);\n } else {\n throw new Error('Unknown depthTexture format');\n }\n } // Setup GL resources for a non-texture depth buffer\n\n\n function setupDepthRenderbuffer(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var isCube = renderTarget.isWebGLRenderTargetCube === true;\n\n if (renderTarget.depthTexture) {\n if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');\n setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);\n } else {\n if (isCube) {\n renderTargetProperties.__webglDepthbuffer = [];\n\n for (var i = 0; i < 6; i++) {\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer[i]);\n\n renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();\n setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget);\n }\n } else {\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);\n\n renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget);\n }\n }\n\n _gl.bindFramebuffer(36160, null);\n } // Set up GL resources for the render target\n\n\n function setupRenderTarget(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var textureProperties = properties.get(renderTarget.texture);\n renderTarget.addEventListener('dispose', onRenderTargetDispose);\n textureProperties.__webglTexture = _gl.createTexture();\n info.memory.textures++;\n var isCube = renderTarget.isWebGLRenderTargetCube === true;\n var isTargetPowerOfTwo = isPowerOfTwo(renderTarget); // Setup framebuffer\n\n if (isCube) {\n renderTargetProperties.__webglFramebuffer = [];\n\n for (var i = 0; i < 6; i++) {\n renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();\n }\n } else {\n renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n } // Setup color buffer\n\n\n if (isCube) {\n state.bindTexture(34067, textureProperties.__webglTexture);\n setTextureParameters(34067, renderTarget.texture, isTargetPowerOfTwo);\n\n for (var i = 0; i < 6; i++) {\n setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, 36064, 34069 + i);\n }\n\n if (textureNeedsGenerateMipmaps(renderTarget.texture, isTargetPowerOfTwo)) {\n generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);\n }\n\n state.bindTexture(34067, null);\n } else {\n state.bindTexture(3553, textureProperties.__webglTexture);\n setTextureParameters(3553, renderTarget.texture, isTargetPowerOfTwo);\n setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);\n\n if (textureNeedsGenerateMipmaps(renderTarget.texture, isTargetPowerOfTwo)) {\n generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);\n }\n\n state.bindTexture(3553, null);\n } // Setup depth and stencil buffers\n\n\n if (renderTarget.depthBuffer) {\n setupDepthRenderbuffer(renderTarget);\n }\n }\n\n function updateRenderTargetMipmap(renderTarget) {\n var texture = renderTarget.texture;\n var isTargetPowerOfTwo = isPowerOfTwo(renderTarget);\n\n if (textureNeedsGenerateMipmaps(texture, isTargetPowerOfTwo)) {\n var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;\n\n var webglTexture = properties.get(texture).__webglTexture;\n\n state.bindTexture(target, webglTexture);\n generateMipmap(target, texture, renderTarget.width, renderTarget.height);\n state.bindTexture(target, null);\n }\n }\n\n function updateVideoTexture(texture) {\n var id = texture.id;\n var frame = info.render.frame; // Check the last frame we updated the VideoTexture\n\n if (_videoTextures[id] !== frame) {\n _videoTextures[id] = frame;\n texture.update();\n }\n }\n\n this.setTexture2D = setTexture2D;\n this.setTexture3D = setTexture3D;\n this.setTextureCube = setTextureCube;\n this.setTextureCubeDynamic = setTextureCubeDynamic;\n this.setupRenderTarget = setupRenderTarget;\n this.updateRenderTargetMipmap = updateRenderTargetMipmap;\n}\n/**\n * @author thespite / http://www.twitter.com/thespite\n */\n\n\nfunction WebGLUtils(gl, extensions, capabilities) {\n function convert(p) {\n var extension;\n if (p === RepeatWrapping) return 10497;\n if (p === ClampToEdgeWrapping) return 33071;\n if (p === MirroredRepeatWrapping) return 33648;\n if (p === NearestFilter) return 9728;\n if (p === NearestMipMapNearestFilter) return 9984;\n if (p === NearestMipMapLinearFilter) return 9986;\n if (p === LinearFilter) return 9729;\n if (p === LinearMipMapNearestFilter) return 9985;\n if (p === LinearMipMapLinearFilter) return 9987;\n if (p === UnsignedByteType) return 5121;\n if (p === UnsignedShort4444Type) return 32819;\n if (p === UnsignedShort5551Type) return 32820;\n if (p === UnsignedShort565Type) return 33635;\n if (p === ByteType) return 5120;\n if (p === ShortType) return 5122;\n if (p === UnsignedShortType) return 5123;\n if (p === IntType) return 5124;\n if (p === UnsignedIntType) return 5125;\n if (p === FloatType) return 5126;\n\n if (p === HalfFloatType) {\n if (capabilities.isWebGL2) return 5131;\n extension = extensions.get('OES_texture_half_float');\n if (extension !== null) return extension.HALF_FLOAT_OES;\n }\n\n if (p === AlphaFormat) return 6406;\n if (p === RGBFormat) return 6407;\n if (p === RGBAFormat) return 6408;\n if (p === LuminanceFormat) return 6409;\n if (p === LuminanceAlphaFormat) return 6410;\n if (p === DepthFormat) return 6402;\n if (p === DepthStencilFormat) return 34041;\n if (p === RedFormat) return 6403;\n if (p === AddEquation) return 32774;\n if (p === SubtractEquation) return 32778;\n if (p === ReverseSubtractEquation) return 32779;\n if (p === ZeroFactor) return 0;\n if (p === OneFactor) return 1;\n if (p === SrcColorFactor) return 768;\n if (p === OneMinusSrcColorFactor) return 769;\n if (p === SrcAlphaFactor) return 770;\n if (p === OneMinusSrcAlphaFactor) return 771;\n if (p === DstAlphaFactor) return 772;\n if (p === OneMinusDstAlphaFactor) return 773;\n if (p === DstColorFactor) return 774;\n if (p === OneMinusDstColorFactor) return 775;\n if (p === SrcAlphaSaturateFactor) return 776;\n\n if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {\n extension = extensions.get('WEBGL_compressed_texture_s3tc');\n\n if (extension !== null) {\n if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n }\n }\n\n if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {\n extension = extensions.get('WEBGL_compressed_texture_pvrtc');\n\n if (extension !== null) {\n if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n }\n }\n\n if (p === RGB_ETC1_Format) {\n extension = extensions.get('WEBGL_compressed_texture_etc1');\n if (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;\n }\n\n if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) {\n extension = extensions.get('WEBGL_compressed_texture_astc');\n\n if (extension !== null) {\n return p;\n }\n }\n\n if (p === MinEquation || p === MaxEquation) {\n if (capabilities.isWebGL2) {\n if (p === MinEquation) return 32775;\n if (p === MaxEquation) return 32776;\n }\n\n extension = extensions.get('EXT_blend_minmax');\n\n if (extension !== null) {\n if (p === MinEquation) return extension.MIN_EXT;\n if (p === MaxEquation) return extension.MAX_EXT;\n }\n }\n\n if (p === UnsignedInt248Type) {\n if (capabilities.isWebGL2) return 34042;\n extension = extensions.get('WEBGL_depth_texture');\n if (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;\n }\n\n return 0;\n }\n\n return {\n convert: convert\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction Group() {\n Object3D.call(this);\n this.type = 'Group';\n}\n\nGroup.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Group,\n isGroup: true\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author WestLangley / http://github.com/WestLangley\n*/\n\nfunction Camera() {\n Object3D.call(this);\n this.type = 'Camera';\n this.matrixWorldInverse = new Matrix4();\n this.projectionMatrix = new Matrix4();\n this.projectionMatrixInverse = new Matrix4();\n}\n\nCamera.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Camera,\n isCamera: true,\n copy: function copy(source, recursive) {\n Object3D.prototype.copy.call(this, source, recursive);\n this.matrixWorldInverse.copy(source.matrixWorldInverse);\n this.projectionMatrix.copy(source.projectionMatrix);\n this.projectionMatrixInverse.copy(source.projectionMatrixInverse);\n return this;\n },\n getWorldDirection: function getWorldDirection(target) {\n if (target === undefined) {\n console.warn('THREE.Camera: .getWorldDirection() target is now required');\n target = new Vector3();\n }\n\n this.updateMatrixWorld(true);\n var e = this.matrixWorld.elements;\n return target.set(-e[8], -e[9], -e[10]).normalize();\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n Object3D.prototype.updateMatrixWorld.call(this, force);\n this.matrixWorldInverse.getInverse(this.matrixWorld);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author greggman / http://games.greggman.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author tschw\n */\n\nfunction PerspectiveCamera(fov, aspect, near, far) {\n Camera.call(this);\n this.type = 'PerspectiveCamera';\n this.fov = fov !== undefined ? fov : 50;\n this.zoom = 1;\n this.near = near !== undefined ? near : 0.1;\n this.far = far !== undefined ? far : 2000;\n this.focus = 10;\n this.aspect = aspect !== undefined ? aspect : 1;\n this.view = null;\n this.filmGauge = 35; // width of the film (default in millimeters)\n\n this.filmOffset = 0; // horizontal film offset (same unit as gauge)\n\n this.updateProjectionMatrix();\n}\n\nPerspectiveCamera.prototype = Object.assign(Object.create(Camera.prototype), {\n constructor: PerspectiveCamera,\n isPerspectiveCamera: true,\n copy: function copy(source, recursive) {\n Camera.prototype.copy.call(this, source, recursive);\n this.fov = source.fov;\n this.zoom = source.zoom;\n this.near = source.near;\n this.far = source.far;\n this.focus = source.focus;\n this.aspect = source.aspect;\n this.view = source.view === null ? null : Object.assign({}, source.view);\n this.filmGauge = source.filmGauge;\n this.filmOffset = source.filmOffset;\n return this;\n },\n\n /**\n * Sets the FOV by focal length in respect to the current .filmGauge.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * Values for focal length and film gauge must have the same unit.\n */\n setFocalLength: function setFocalLength(focalLength) {\n // see http://www.bobatkins.com/photography/technical/field_of_view.html\n var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n this.fov = _Math.RAD2DEG * 2 * Math.atan(vExtentSlope);\n this.updateProjectionMatrix();\n },\n\n /**\n * Calculates the focal length from the current .fov and .filmGauge.\n */\n getFocalLength: function getFocalLength() {\n var vExtentSlope = Math.tan(_Math.DEG2RAD * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / vExtentSlope;\n },\n getEffectiveFOV: function getEffectiveFOV() {\n return _Math.RAD2DEG * 2 * Math.atan(Math.tan(_Math.DEG2RAD * 0.5 * this.fov) / this.zoom);\n },\n getFilmWidth: function getFilmWidth() {\n // film not completely covered in portrait format (aspect < 1)\n return this.filmGauge * Math.min(this.aspect, 1);\n },\n getFilmHeight: function getFilmHeight() {\n // film not completely covered in landscape format (aspect > 1)\n return this.filmGauge / Math.max(this.aspect, 1);\n },\n\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *\n * then for each monitor you would call it like this\n *\n * var w = 1920;\n * var h = 1080;\n * var fullWidth = w * 3;\n * var fullHeight = h * 2;\n *\n * --A--\n * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * --B--\n * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * --C--\n * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * --D--\n * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * --E--\n * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * --F--\n * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n */\n setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n this.aspect = fullWidth / fullHeight;\n\n if (this.view === null) {\n this.view = {\n enabled: true,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n };\n }\n\n this.view.enabled = true;\n this.view.fullWidth = fullWidth;\n this.view.fullHeight = fullHeight;\n this.view.offsetX = x;\n this.view.offsetY = y;\n this.view.width = width;\n this.view.height = height;\n this.updateProjectionMatrix();\n },\n clearViewOffset: function clearViewOffset() {\n if (this.view !== null) {\n this.view.enabled = false;\n }\n\n this.updateProjectionMatrix();\n },\n updateProjectionMatrix: function updateProjectionMatrix() {\n var near = this.near,\n top = near * Math.tan(_Math.DEG2RAD * 0.5 * this.fov) / this.zoom,\n height = 2 * top,\n width = this.aspect * height,\n left = -0.5 * width,\n view = this.view;\n\n if (this.view !== null && this.view.enabled) {\n var fullWidth = view.fullWidth,\n fullHeight = view.fullHeight;\n left += view.offsetX * width / fullWidth;\n top -= view.offsetY * height / fullHeight;\n width *= view.width / fullWidth;\n height *= view.height / fullHeight;\n }\n\n var skew = this.filmOffset;\n if (skew !== 0) left += near * skew / this.getFilmWidth();\n this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);\n this.projectionMatrixInverse.getInverse(this.projectionMatrix);\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.fov = this.fov;\n data.object.zoom = this.zoom;\n data.object.near = this.near;\n data.object.far = this.far;\n data.object.focus = this.focus;\n data.object.aspect = this.aspect;\n if (this.view !== null) data.object.view = Object.assign({}, this.view);\n data.object.filmGauge = this.filmGauge;\n data.object.filmOffset = this.filmOffset;\n return data;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ArrayCamera(array) {\n PerspectiveCamera.call(this);\n this.cameras = array || [];\n}\n\nArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {\n constructor: ArrayCamera,\n isArrayCamera: true\n});\n/**\n * @author jsantell / https://www.jsantell.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar cameraLPos = new Vector3();\nvar cameraRPos = new Vector3();\n/**\n * Assumes 2 cameras that are parallel and share an X-axis, and that\n * the cameras' projection and world matrices have already been set.\n * And that near and far planes are identical for both cameras.\n * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n */\n\nfunction setProjectionFromUnion(camera, cameraL, cameraR) {\n cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);\n cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);\n var ipd = cameraLPos.distanceTo(cameraRPos);\n var projL = cameraL.projectionMatrix.elements;\n var projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and\n // most likely identical top and bottom frustum extents.\n // Use the left camera for these values.\n\n var near = projL[14] / (projL[10] - 1);\n var far = projL[14] / (projL[10] + 1);\n var topFov = (projL[9] + 1) / projL[5];\n var bottomFov = (projL[9] - 1) / projL[5];\n var leftFov = (projL[8] - 1) / projL[0];\n var rightFov = (projR[8] + 1) / projR[0];\n var left = near * leftFov;\n var right = near * rightFov; // Calculate the new camera's position offset from the\n // left camera. xOffset should be roughly half `ipd`.\n\n var zOffset = ipd / (-leftFov + rightFov);\n var xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?\n\n cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);\n camera.translateX(xOffset);\n camera.translateZ(zOffset);\n camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);\n camera.matrixWorldInverse.getInverse(camera.matrixWorld); // Find the union of the frustum values of the cameras and scale\n // the values so that the near plane's position does not change in world space,\n // although must now be relative to the new union camera.\n\n var near2 = near + zOffset;\n var far2 = far + zOffset;\n var left2 = left - xOffset;\n var right2 = right + (ipd - xOffset);\n var top2 = topFov * far / far2 * near2;\n var bottom2 = bottomFov * far / far2 * near2;\n camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebVRManager(renderer) {\n var scope = this;\n var device = null;\n var frameData = null;\n var poseTarget = null;\n var controllers = [];\n var standingMatrix = new Matrix4();\n var standingMatrixInverse = new Matrix4();\n var framebufferScaleFactor = 1.0;\n var frameOfReferenceType = 'stage';\n\n if (typeof window !== 'undefined' && 'VRFrameData' in window) {\n frameData = new window.VRFrameData();\n window.addEventListener('vrdisplaypresentchange', onVRDisplayPresentChange, false);\n }\n\n var matrixWorldInverse = new Matrix4();\n var tempQuaternion = new Quaternion();\n var tempPosition = new Vector3();\n var cameraL = new PerspectiveCamera();\n cameraL.bounds = new Vector4(0.0, 0.0, 0.5, 1.0);\n cameraL.layers.enable(1);\n var cameraR = new PerspectiveCamera();\n cameraR.bounds = new Vector4(0.5, 0.0, 0.5, 1.0);\n cameraR.layers.enable(2);\n var cameraVR = new ArrayCamera([cameraL, cameraR]);\n cameraVR.layers.enable(1);\n cameraVR.layers.enable(2); //\n\n function isPresenting() {\n return device !== null && device.isPresenting === true;\n }\n\n var currentSize, currentPixelRatio;\n\n function onVRDisplayPresentChange() {\n if (isPresenting()) {\n var eyeParameters = device.getEyeParameters('left');\n var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;\n var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;\n currentPixelRatio = renderer.getPixelRatio();\n currentSize = renderer.getSize();\n renderer.setDrawingBufferSize(renderWidth * 2, renderHeight, 1);\n animation.start();\n } else {\n if (scope.enabled) {\n renderer.setDrawingBufferSize(currentSize.width, currentSize.height, currentPixelRatio);\n }\n\n animation.stop();\n }\n } //\n\n\n var triggers = [];\n\n function findGamepad(id) {\n var gamepads = navigator.getGamepads && navigator.getGamepads();\n\n for (var i = 0, j = 0, l = gamepads.length; i < l; i++) {\n var gamepad = gamepads[i];\n\n if (gamepad && (gamepad.id === 'Daydream Controller' || gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' || gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith('Oculus Touch') || gamepad.id.startsWith('Spatial Controller'))) {\n if (j === id) return gamepad;\n j++;\n }\n }\n }\n\n function updateControllers() {\n for (var i = 0; i < controllers.length; i++) {\n var controller = controllers[i];\n var gamepad = findGamepad(i);\n\n if (gamepad !== undefined && gamepad.pose !== undefined) {\n if (gamepad.pose === null) return; // Pose\n\n var pose = gamepad.pose;\n if (pose.hasPosition === false) controller.position.set(0.2, -0.6, -0.05);\n if (pose.position !== null) controller.position.fromArray(pose.position);\n if (pose.orientation !== null) controller.quaternion.fromArray(pose.orientation);\n controller.matrix.compose(controller.position, controller.quaternion, controller.scale);\n controller.matrix.premultiply(standingMatrix);\n controller.matrix.decompose(controller.position, controller.quaternion, controller.scale);\n controller.matrixWorldNeedsUpdate = true;\n controller.visible = true; // Trigger\n\n var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;\n\n if (triggers[i] !== gamepad.buttons[buttonId].pressed) {\n triggers[i] = gamepad.buttons[buttonId].pressed;\n\n if (triggers[i] === true) {\n controller.dispatchEvent({\n type: 'selectstart'\n });\n } else {\n controller.dispatchEvent({\n type: 'selectend'\n });\n controller.dispatchEvent({\n type: 'select'\n });\n }\n }\n } else {\n controller.visible = false;\n }\n }\n } //\n\n\n this.enabled = false;\n\n this.getController = function (id) {\n var controller = controllers[id];\n\n if (controller === undefined) {\n controller = new Group();\n controller.matrixAutoUpdate = false;\n controller.visible = false;\n controllers[id] = controller;\n }\n\n return controller;\n };\n\n this.getDevice = function () {\n return device;\n };\n\n this.setDevice = function (value) {\n if (value !== undefined) device = value;\n animation.setContext(value);\n };\n\n this.setFramebufferScaleFactor = function (value) {\n framebufferScaleFactor = value;\n };\n\n this.setFrameOfReferenceType = function (value) {\n frameOfReferenceType = value;\n };\n\n this.setPoseTarget = function (object) {\n if (object !== undefined) poseTarget = object;\n };\n\n this.getCamera = function (camera) {\n var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;\n\n if (device === null) {\n camera.position.set(0, userHeight, 0);\n return camera;\n }\n\n device.depthNear = camera.near;\n device.depthFar = camera.far;\n device.getFrameData(frameData); //\n\n if (frameOfReferenceType === 'stage') {\n var stageParameters = device.stageParameters;\n\n if (stageParameters) {\n standingMatrix.fromArray(stageParameters.sittingToStandingTransform);\n } else {\n standingMatrix.makeTranslation(0, userHeight, 0);\n }\n }\n\n var pose = frameData.pose;\n var poseObject = poseTarget !== null ? poseTarget : camera; // We want to manipulate poseObject by its position and quaternion components since users may rely on them.\n\n poseObject.matrix.copy(standingMatrix);\n poseObject.matrix.decompose(poseObject.position, poseObject.quaternion, poseObject.scale);\n\n if (pose.orientation !== null) {\n tempQuaternion.fromArray(pose.orientation);\n poseObject.quaternion.multiply(tempQuaternion);\n }\n\n if (pose.position !== null) {\n tempQuaternion.setFromRotationMatrix(standingMatrix);\n tempPosition.fromArray(pose.position);\n tempPosition.applyQuaternion(tempQuaternion);\n poseObject.position.add(tempPosition);\n }\n\n poseObject.updateMatrixWorld();\n if (device.isPresenting === false) return camera; //\n\n cameraL.near = camera.near;\n cameraR.near = camera.near;\n cameraL.far = camera.far;\n cameraR.far = camera.far;\n cameraL.matrixWorldInverse.fromArray(frameData.leftViewMatrix);\n cameraR.matrixWorldInverse.fromArray(frameData.rightViewMatrix); // TODO (mrdoob) Double check this code\n\n standingMatrixInverse.getInverse(standingMatrix);\n\n if (frameOfReferenceType === 'stage') {\n cameraL.matrixWorldInverse.multiply(standingMatrixInverse);\n cameraR.matrixWorldInverse.multiply(standingMatrixInverse);\n }\n\n var parent = poseObject.parent;\n\n if (parent !== null) {\n matrixWorldInverse.getInverse(parent.matrixWorld);\n cameraL.matrixWorldInverse.multiply(matrixWorldInverse);\n cameraR.matrixWorldInverse.multiply(matrixWorldInverse);\n } // envMap and Mirror needs camera.matrixWorld\n\n\n cameraL.matrixWorld.getInverse(cameraL.matrixWorldInverse);\n cameraR.matrixWorld.getInverse(cameraR.matrixWorldInverse);\n cameraL.projectionMatrix.fromArray(frameData.leftProjectionMatrix);\n cameraR.projectionMatrix.fromArray(frameData.rightProjectionMatrix);\n setProjectionFromUnion(cameraVR, cameraL, cameraR); //\n\n var layers = device.getLayers();\n\n if (layers.length) {\n var layer = layers[0];\n\n if (layer.leftBounds !== null && layer.leftBounds.length === 4) {\n cameraL.bounds.fromArray(layer.leftBounds);\n }\n\n if (layer.rightBounds !== null && layer.rightBounds.length === 4) {\n cameraR.bounds.fromArray(layer.rightBounds);\n }\n }\n\n updateControllers();\n return cameraVR;\n };\n\n this.getStandingMatrix = function () {\n return standingMatrix;\n };\n\n this.isPresenting = isPresenting; // Animation Loop\n\n var animation = new WebGLAnimation();\n\n this.setAnimationLoop = function (callback) {\n animation.setAnimationLoop(callback);\n };\n\n this.submitFrame = function () {\n if (isPresenting()) device.submitFrame();\n };\n\n this.dispose = function () {\n if (typeof window !== 'undefined') {\n window.removeEventListener('vrdisplaypresentchange', onVRDisplayPresentChange);\n }\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction WebXRManager(renderer) {\n var gl = renderer.context;\n var device = null;\n var session = null;\n var framebufferScaleFactor = 1.0;\n var frameOfReference = null;\n var frameOfReferenceType = 'stage';\n var pose = null;\n var controllers = [];\n var inputSources = [];\n\n function isPresenting() {\n return session !== null && frameOfReference !== null;\n } //\n\n\n var cameraL = new PerspectiveCamera();\n cameraL.layers.enable(1);\n cameraL.viewport = new Vector4();\n var cameraR = new PerspectiveCamera();\n cameraR.layers.enable(2);\n cameraR.viewport = new Vector4();\n var cameraVR = new ArrayCamera([cameraL, cameraR]);\n cameraVR.layers.enable(1);\n cameraVR.layers.enable(2); //\n\n this.enabled = false;\n\n this.getController = function (id) {\n var controller = controllers[id];\n\n if (controller === undefined) {\n controller = new Group();\n controller.matrixAutoUpdate = false;\n controller.visible = false;\n controllers[id] = controller;\n }\n\n return controller;\n };\n\n this.getDevice = function () {\n return device;\n };\n\n this.setDevice = function (value) {\n if (value !== undefined) device = value;\n if (value instanceof XRDevice) gl.setCompatibleXRDevice(value);\n }; //\n\n\n function onSessionEvent(event) {\n var controller = controllers[inputSources.indexOf(event.inputSource)];\n if (controller) controller.dispatchEvent({\n type: event.type\n });\n }\n\n function onSessionEnd() {\n renderer.setFramebuffer(null);\n animation.stop();\n }\n\n this.setFramebufferScaleFactor = function (value) {\n framebufferScaleFactor = value;\n };\n\n this.setFrameOfReferenceType = function (value) {\n frameOfReferenceType = value;\n };\n\n this.setSession = function (value) {\n session = value;\n\n if (session !== null) {\n session.addEventListener('select', onSessionEvent);\n session.addEventListener('selectstart', onSessionEvent);\n session.addEventListener('selectend', onSessionEvent);\n session.addEventListener('end', onSessionEnd);\n session.baseLayer = new XRWebGLLayer(session, gl, {\n framebufferScaleFactor: framebufferScaleFactor\n });\n session.requestFrameOfReference(frameOfReferenceType).then(function (value) {\n frameOfReference = value;\n renderer.setFramebuffer(session.baseLayer.framebuffer);\n animation.setContext(session);\n animation.start();\n }); //\n\n inputSources = session.getInputSources();\n session.addEventListener('inputsourceschange', function () {\n inputSources = session.getInputSources();\n console.log(inputSources);\n\n for (var i = 0; i < controllers.length; i++) {\n var controller = controllers[i];\n controller.userData.inputSource = inputSources[i];\n }\n });\n }\n };\n\n function updateCamera(camera, parent) {\n if (parent === null) {\n camera.matrixWorld.copy(camera.matrix);\n } else {\n camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);\n }\n\n camera.matrixWorldInverse.getInverse(camera.matrixWorld);\n }\n\n this.getCamera = function (camera) {\n if (isPresenting()) {\n var parent = camera.parent;\n var cameras = cameraVR.cameras;\n updateCamera(cameraVR, parent);\n\n for (var i = 0; i < cameras.length; i++) {\n updateCamera(cameras[i], parent);\n } // update camera and its children\n\n\n camera.matrixWorld.copy(cameraVR.matrixWorld);\n var children = camera.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n children[i].updateMatrixWorld(true);\n }\n\n setProjectionFromUnion(cameraVR, cameraL, cameraR);\n return cameraVR;\n }\n\n return camera;\n };\n\n this.isPresenting = isPresenting; // Animation Loop\n\n var onAnimationFrameCallback = null;\n\n function onAnimationFrame(time, frame) {\n pose = frame.getDevicePose(frameOfReference);\n\n if (pose !== null) {\n var layer = session.baseLayer;\n var views = frame.views;\n\n for (var i = 0; i < views.length; i++) {\n var view = views[i];\n var viewport = layer.getViewport(view);\n var viewMatrix = pose.getViewMatrix(view);\n var camera = cameraVR.cameras[i];\n camera.matrix.fromArray(viewMatrix).getInverse(camera.matrix);\n camera.projectionMatrix.fromArray(view.projectionMatrix);\n camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);\n\n if (i === 0) {\n cameraVR.matrix.copy(camera.matrix);\n }\n }\n } //\n\n\n for (var i = 0; i < controllers.length; i++) {\n var controller = controllers[i];\n var inputSource = inputSources[i];\n\n if (inputSource) {\n var inputPose = frame.getInputPose(inputSource, frameOfReference);\n\n if (inputPose !== null) {\n if ('targetRay' in inputPose) {\n controller.matrix.elements = inputPose.targetRay.transformMatrix;\n } else if ('pointerMatrix' in inputPose) {\n // DEPRECATED\n controller.matrix.elements = inputPose.pointerMatrix;\n }\n\n controller.matrix.decompose(controller.position, controller.rotation, controller.scale);\n controller.visible = true;\n continue;\n }\n }\n\n controller.visible = false;\n }\n\n if (onAnimationFrameCallback) onAnimationFrameCallback(time);\n }\n\n var animation = new WebGLAnimation();\n animation.setAnimationLoop(onAnimationFrame);\n\n this.setAnimationLoop = function (callback) {\n onAnimationFrameCallback = callback;\n };\n\n this.dispose = function () {}; // DEPRECATED\n\n\n this.getStandingMatrix = function () {\n console.warn('THREE.WebXRManager: getStandingMatrix() is no longer needed.');\n return new THREE.Matrix4();\n };\n\n this.submitFrame = function () {};\n}\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n * @author tschw\n */\n\n\nfunction WebGLRenderer(parameters) {\n console.log('THREE.WebGLRenderer', REVISION);\n parameters = parameters || {};\n\n var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'),\n _context = parameters.context !== undefined ? parameters.context : null,\n _alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n _depth = parameters.depth !== undefined ? parameters.depth : true,\n _stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n _antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';\n\n var currentRenderList = null;\n var currentRenderState = null; // public properties\n\n this.domElement = _canvas;\n this.context = null; // clearing\n\n this.autoClear = true;\n this.autoClearColor = true;\n this.autoClearDepth = true;\n this.autoClearStencil = true; // scene graph\n\n this.sortObjects = true; // user-defined clipping\n\n this.clippingPlanes = [];\n this.localClippingEnabled = false; // physically based shading\n\n this.gammaFactor = 2.0; // for backwards compatibility\n\n this.gammaInput = false;\n this.gammaOutput = false; // physical lights\n\n this.physicallyCorrectLights = false; // tone mapping\n\n this.toneMapping = LinearToneMapping;\n this.toneMappingExposure = 1.0;\n this.toneMappingWhitePoint = 1.0; // morphs\n\n this.maxMorphTargets = 8;\n this.maxMorphNormals = 4; // internal properties\n\n var _this = this,\n _isContextLost = false,\n // internal state cache\n _framebuffer = null,\n _currentRenderTarget = null,\n _currentFramebuffer = null,\n _currentMaterialId = -1,\n // geometry and program caching\n _currentGeometryProgram = {\n geometry: null,\n program: null,\n wireframe: false\n },\n _currentCamera = null,\n _currentArrayCamera = null,\n _currentViewport = new Vector4(),\n _currentScissor = new Vector4(),\n _currentScissorTest = null,\n //\n _usedTextureUnits = 0,\n //\n _width = _canvas.width,\n _height = _canvas.height,\n _pixelRatio = 1,\n _viewport = new Vector4(0, 0, _width, _height),\n _scissor = new Vector4(0, 0, _width, _height),\n _scissorTest = false,\n // frustum\n _frustum = new Frustum(),\n // clipping\n _clipping = new WebGLClipping(),\n _clippingEnabled = false,\n _localClippingEnabled = false,\n // camera matrices cache\n _projScreenMatrix = new Matrix4(),\n _vector3 = new Vector3();\n\n function getTargetPixelRatio() {\n return _currentRenderTarget === null ? _pixelRatio : 1;\n } // initialize\n\n\n var _gl;\n\n try {\n var contextAttributes = {\n alpha: _alpha,\n depth: _depth,\n stencil: _stencil,\n antialias: _antialias,\n premultipliedAlpha: _premultipliedAlpha,\n preserveDrawingBuffer: _preserveDrawingBuffer,\n powerPreference: _powerPreference\n }; // event listeners must be registered before WebGL context is created, see #12753\n\n _canvas.addEventListener('webglcontextlost', onContextLost, false);\n\n _canvas.addEventListener('webglcontextrestored', onContextRestore, false);\n\n _gl = _context || _canvas.getContext('webgl', contextAttributes) || _canvas.getContext('experimental-webgl', contextAttributes);\n\n if (_gl === null) {\n if (_canvas.getContext('webgl') !== null) {\n throw new Error('Error creating WebGL context with your selected attributes.');\n } else {\n throw new Error('Error creating WebGL context.');\n }\n } // Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\n if (_gl.getShaderPrecisionFormat === undefined) {\n _gl.getShaderPrecisionFormat = function () {\n return {\n 'rangeMin': 1,\n 'rangeMax': 1,\n 'precision': 1\n };\n };\n }\n } catch (error) {\n console.error('THREE.WebGLRenderer: ' + error.message);\n }\n\n var extensions, capabilities, state, info;\n var properties, textures, attributes, geometries, objects;\n var programCache, renderLists, renderStates;\n var background, morphtargets, bufferRenderer, indexedBufferRenderer;\n var utils;\n\n function initGLContext() {\n extensions = new WebGLExtensions(_gl);\n capabilities = new WebGLCapabilities(_gl, extensions, parameters);\n\n if (!capabilities.isWebGL2) {\n extensions.get('WEBGL_depth_texture');\n extensions.get('OES_texture_float');\n extensions.get('OES_texture_half_float');\n extensions.get('OES_texture_half_float_linear');\n extensions.get('OES_standard_derivatives');\n extensions.get('OES_element_index_uint');\n extensions.get('ANGLE_instanced_arrays');\n }\n\n extensions.get('OES_texture_float_linear');\n utils = new WebGLUtils(_gl, extensions, capabilities);\n state = new WebGLState(_gl, extensions, utils, capabilities);\n state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio));\n state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio));\n info = new WebGLInfo(_gl);\n properties = new WebGLProperties();\n textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);\n attributes = new WebGLAttributes(_gl);\n geometries = new WebGLGeometries(_gl, attributes, info);\n objects = new WebGLObjects(geometries, info);\n morphtargets = new WebGLMorphtargets(_gl);\n programCache = new WebGLPrograms(_this, extensions, capabilities);\n renderLists = new WebGLRenderLists();\n renderStates = new WebGLRenderStates();\n background = new WebGLBackground(_this, state, objects, _premultipliedAlpha);\n bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);\n indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);\n info.programs = programCache.programs;\n _this.context = _gl;\n _this.capabilities = capabilities;\n _this.extensions = extensions;\n _this.properties = properties;\n _this.renderLists = renderLists;\n _this.state = state;\n _this.info = info;\n }\n\n initGLContext(); // vr\n\n var vr = null;\n\n if (typeof navigator !== 'undefined') {\n vr = 'xr' in navigator ? new WebXRManager(_this) : new WebVRManager(_this);\n }\n\n this.vr = vr; // shadow map\n\n var shadowMap = new WebGLShadowMap(_this, objects, capabilities.maxTextureSize);\n this.shadowMap = shadowMap; // API\n\n this.getContext = function () {\n return _gl;\n };\n\n this.getContextAttributes = function () {\n return _gl.getContextAttributes();\n };\n\n this.forceContextLoss = function () {\n var extension = extensions.get('WEBGL_lose_context');\n if (extension) extension.loseContext();\n };\n\n this.forceContextRestore = function () {\n var extension = extensions.get('WEBGL_lose_context');\n if (extension) extension.restoreContext();\n };\n\n this.getPixelRatio = function () {\n return _pixelRatio;\n };\n\n this.setPixelRatio = function (value) {\n if (value === undefined) return;\n _pixelRatio = value;\n this.setSize(_width, _height, false);\n };\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height\n };\n };\n\n this.setSize = function (width, height, updateStyle) {\n if (vr.isPresenting()) {\n console.warn('THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.');\n return;\n }\n\n _width = width;\n _height = height;\n _canvas.width = width * _pixelRatio;\n _canvas.height = height * _pixelRatio;\n\n if (updateStyle !== false) {\n _canvas.style.width = width + 'px';\n _canvas.style.height = height + 'px';\n }\n\n this.setViewport(0, 0, width, height);\n };\n\n this.getDrawingBufferSize = function () {\n return {\n width: _width * _pixelRatio,\n height: _height * _pixelRatio\n };\n };\n\n this.setDrawingBufferSize = function (width, height, pixelRatio) {\n _width = width;\n _height = height;\n _pixelRatio = pixelRatio;\n _canvas.width = width * pixelRatio;\n _canvas.height = height * pixelRatio;\n this.setViewport(0, 0, width, height);\n };\n\n this.getCurrentViewport = function () {\n return _currentViewport;\n };\n\n this.setViewport = function (x, y, width, height) {\n _viewport.set(x, _height - y - height, width, height);\n\n state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio));\n };\n\n this.setScissor = function (x, y, width, height) {\n _scissor.set(x, _height - y - height, width, height);\n\n state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio));\n };\n\n this.setScissorTest = function (boolean) {\n state.setScissorTest(_scissorTest = boolean);\n }; // Clearing\n\n\n this.getClearColor = function () {\n return background.getClearColor();\n };\n\n this.setClearColor = function () {\n background.setClearColor.apply(background, arguments);\n };\n\n this.getClearAlpha = function () {\n return background.getClearAlpha();\n };\n\n this.setClearAlpha = function () {\n background.setClearAlpha.apply(background, arguments);\n };\n\n this.clear = function (color, depth, stencil) {\n var bits = 0;\n if (color === undefined || color) bits |= 16384;\n if (depth === undefined || depth) bits |= 256;\n if (stencil === undefined || stencil) bits |= 1024;\n\n _gl.clear(bits);\n };\n\n this.clearColor = function () {\n this.clear(true, false, false);\n };\n\n this.clearDepth = function () {\n this.clear(false, true, false);\n };\n\n this.clearStencil = function () {\n this.clear(false, false, true);\n }; //\n\n\n this.dispose = function () {\n _canvas.removeEventListener('webglcontextlost', onContextLost, false);\n\n _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);\n\n renderLists.dispose();\n renderStates.dispose();\n properties.dispose();\n objects.dispose();\n vr.dispose();\n animation.stop();\n }; // Events\n\n\n function onContextLost(event) {\n event.preventDefault();\n console.log('THREE.WebGLRenderer: Context Lost.');\n _isContextLost = true;\n }\n\n function\n /* event */\n onContextRestore() {\n console.log('THREE.WebGLRenderer: Context Restored.');\n _isContextLost = false;\n initGLContext();\n }\n\n function onMaterialDispose(event) {\n var material = event.target;\n material.removeEventListener('dispose', onMaterialDispose);\n deallocateMaterial(material);\n } // Buffer deallocation\n\n\n function deallocateMaterial(material) {\n releaseMaterialProgramReference(material);\n properties.remove(material);\n }\n\n function releaseMaterialProgramReference(material) {\n var programInfo = properties.get(material).program;\n material.program = undefined;\n\n if (programInfo !== undefined) {\n programCache.releaseProgram(programInfo);\n }\n } // Buffer rendering\n\n\n function renderObjectImmediate(object, program) {\n object.render(function (object) {\n _this.renderBufferImmediate(object, program);\n });\n }\n\n this.renderBufferImmediate = function (object, program) {\n state.initAttributes();\n var buffers = properties.get(object);\n if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer();\n if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer();\n if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer();\n if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer();\n var programAttributes = program.getAttributes();\n\n if (object.hasPositions) {\n _gl.bindBuffer(34962, buffers.position);\n\n _gl.bufferData(34962, object.positionArray, 35048);\n\n state.enableAttribute(programAttributes.position);\n\n _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);\n }\n\n if (object.hasNormals) {\n _gl.bindBuffer(34962, buffers.normal);\n\n _gl.bufferData(34962, object.normalArray, 35048);\n\n state.enableAttribute(programAttributes.normal);\n\n _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);\n }\n\n if (object.hasUvs) {\n _gl.bindBuffer(34962, buffers.uv);\n\n _gl.bufferData(34962, object.uvArray, 35048);\n\n state.enableAttribute(programAttributes.uv);\n\n _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);\n }\n\n if (object.hasColors) {\n _gl.bindBuffer(34962, buffers.color);\n\n _gl.bufferData(34962, object.colorArray, 35048);\n\n state.enableAttribute(programAttributes.color);\n\n _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);\n }\n\n state.disableUnusedAttributes();\n\n _gl.drawArrays(4, 0, object.count);\n\n object.count = 0;\n };\n\n this.renderBufferDirect = function (camera, fog, geometry, material, object, group) {\n var frontFaceCW = object.isMesh && object.normalMatrix.determinant() < 0;\n state.setMaterial(material, frontFaceCW);\n var program = setProgram(camera, fog, material, object);\n var updateBuffers = false;\n\n if (_currentGeometryProgram.geometry !== geometry.id || _currentGeometryProgram.program !== program.id || _currentGeometryProgram.wireframe !== (material.wireframe === true)) {\n _currentGeometryProgram.geometry = geometry.id;\n _currentGeometryProgram.program = program.id;\n _currentGeometryProgram.wireframe = material.wireframe === true;\n updateBuffers = true;\n }\n\n if (object.morphTargetInfluences) {\n morphtargets.update(object, geometry, material, program);\n updateBuffers = true;\n } //\n\n\n var index = geometry.index;\n var position = geometry.attributes.position;\n var rangeFactor = 1;\n\n if (material.wireframe === true) {\n index = geometries.getWireframeAttribute(geometry);\n rangeFactor = 2;\n }\n\n var attribute;\n var renderer = bufferRenderer;\n\n if (index !== null) {\n attribute = attributes.get(index);\n renderer = indexedBufferRenderer;\n renderer.setIndex(attribute);\n }\n\n if (updateBuffers) {\n setupVertexAttributes(material, program, geometry);\n\n if (index !== null) {\n _gl.bindBuffer(34963, attribute.buffer);\n }\n } //\n\n\n var dataCount = Infinity;\n\n if (index !== null) {\n dataCount = index.count;\n } else if (position !== undefined) {\n dataCount = position.count;\n }\n\n var rangeStart = geometry.drawRange.start * rangeFactor;\n var rangeCount = geometry.drawRange.count * rangeFactor;\n var groupStart = group !== null ? group.start * rangeFactor : 0;\n var groupCount = group !== null ? group.count * rangeFactor : Infinity;\n var drawStart = Math.max(rangeStart, groupStart);\n var drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;\n var drawCount = Math.max(0, drawEnd - drawStart + 1);\n if (drawCount === 0) return; //\n\n if (object.isMesh) {\n if (material.wireframe === true) {\n state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());\n renderer.setMode(1);\n } else {\n switch (object.drawMode) {\n case TrianglesDrawMode:\n renderer.setMode(4);\n break;\n\n case TriangleStripDrawMode:\n renderer.setMode(5);\n break;\n\n case TriangleFanDrawMode:\n renderer.setMode(6);\n break;\n }\n }\n } else if (object.isLine) {\n var lineWidth = material.linewidth;\n if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material\n\n state.setLineWidth(lineWidth * getTargetPixelRatio());\n\n if (object.isLineSegments) {\n renderer.setMode(1);\n } else if (object.isLineLoop) {\n renderer.setMode(2);\n } else {\n renderer.setMode(3);\n }\n } else if (object.isPoints) {\n renderer.setMode(0);\n } else if (object.isSprite) {\n renderer.setMode(4);\n }\n\n if (geometry && geometry.isInstancedBufferGeometry) {\n if (geometry.maxInstancedCount > 0) {\n renderer.renderInstances(geometry, drawStart, drawCount);\n }\n } else {\n renderer.render(drawStart, drawCount);\n }\n };\n\n function setupVertexAttributes(material, program, geometry) {\n if (geometry && geometry.isInstancedBufferGeometry & !capabilities.isWebGL2) {\n if (extensions.get('ANGLE_instanced_arrays') === null) {\n console.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');\n return;\n }\n }\n\n state.initAttributes();\n var geometryAttributes = geometry.attributes;\n var programAttributes = program.getAttributes();\n var materialDefaultAttributeValues = material.defaultAttributeValues;\n\n for (var name in programAttributes) {\n var programAttribute = programAttributes[name];\n\n if (programAttribute >= 0) {\n var geometryAttribute = geometryAttributes[name];\n\n if (geometryAttribute !== undefined) {\n var normalized = geometryAttribute.normalized;\n var size = geometryAttribute.itemSize;\n var attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore\n\n if (attribute === undefined) continue;\n var buffer = attribute.buffer;\n var type = attribute.type;\n var bytesPerElement = attribute.bytesPerElement;\n\n if (geometryAttribute.isInterleavedBufferAttribute) {\n var data = geometryAttribute.data;\n var stride = data.stride;\n var offset = geometryAttribute.offset;\n\n if (data && data.isInstancedInterleavedBuffer) {\n state.enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);\n\n if (geometry.maxInstancedCount === undefined) {\n geometry.maxInstancedCount = data.meshPerAttribute * data.count;\n }\n } else {\n state.enableAttribute(programAttribute);\n }\n\n _gl.bindBuffer(34962, buffer);\n\n _gl.vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);\n } else {\n if (geometryAttribute.isInstancedBufferAttribute) {\n state.enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);\n\n if (geometry.maxInstancedCount === undefined) {\n geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n }\n } else {\n state.enableAttribute(programAttribute);\n }\n\n _gl.bindBuffer(34962, buffer);\n\n _gl.vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);\n }\n } else if (materialDefaultAttributeValues !== undefined) {\n var value = materialDefaultAttributeValues[name];\n\n if (value !== undefined) {\n switch (value.length) {\n case 2:\n _gl.vertexAttrib2fv(programAttribute, value);\n\n break;\n\n case 3:\n _gl.vertexAttrib3fv(programAttribute, value);\n\n break;\n\n case 4:\n _gl.vertexAttrib4fv(programAttribute, value);\n\n break;\n\n default:\n _gl.vertexAttrib1fv(programAttribute, value);\n\n }\n }\n }\n }\n }\n\n state.disableUnusedAttributes();\n } // Compile\n\n\n this.compile = function (scene, camera) {\n currentRenderState = renderStates.get(scene, camera);\n currentRenderState.init();\n scene.traverse(function (object) {\n if (object.isLight) {\n currentRenderState.pushLight(object);\n\n if (object.castShadow) {\n currentRenderState.pushShadow(object);\n }\n }\n });\n currentRenderState.setupLights(camera);\n scene.traverse(function (object) {\n if (object.material) {\n if (Array.isArray(object.material)) {\n for (var i = 0; i < object.material.length; i++) {\n initMaterial(object.material[i], scene.fog, object);\n }\n } else {\n initMaterial(object.material, scene.fog, object);\n }\n }\n });\n }; // Animation Loop\n\n\n var onAnimationFrameCallback = null;\n\n function onAnimationFrame(time) {\n if (vr.isPresenting()) return;\n if (onAnimationFrameCallback) onAnimationFrameCallback(time);\n }\n\n var animation = new WebGLAnimation();\n animation.setAnimationLoop(onAnimationFrame);\n if (typeof window !== 'undefined') animation.setContext(window);\n\n this.setAnimationLoop = function (callback) {\n onAnimationFrameCallback = callback;\n vr.setAnimationLoop(callback);\n animation.start();\n }; // Rendering\n\n\n this.render = function (scene, camera, renderTarget, forceClear) {\n if (!(camera && camera.isCamera)) {\n console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');\n return;\n }\n\n if (_isContextLost) return; // reset caching for this frame\n\n _currentGeometryProgram.geometry = null;\n _currentGeometryProgram.program = null;\n _currentGeometryProgram.wireframe = false;\n _currentMaterialId = -1;\n _currentCamera = null; // update scene graph\n\n if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum\n\n if (camera.parent === null) camera.updateMatrixWorld();\n\n if (vr.enabled) {\n camera = vr.getCamera(camera);\n } //\n\n\n currentRenderState = renderStates.get(scene, camera);\n currentRenderState.init();\n scene.onBeforeRender(_this, scene, camera, renderTarget);\n\n _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n\n _frustum.setFromMatrix(_projScreenMatrix);\n\n _localClippingEnabled = this.localClippingEnabled;\n _clippingEnabled = _clipping.init(this.clippingPlanes, _localClippingEnabled, camera);\n currentRenderList = renderLists.get(scene, camera);\n currentRenderList.init();\n projectObject(scene, camera, _this.sortObjects);\n\n if (_this.sortObjects === true) {\n currentRenderList.sort();\n } //\n\n\n if (_clippingEnabled) _clipping.beginShadows();\n var shadowsArray = currentRenderState.state.shadowsArray;\n shadowMap.render(shadowsArray, scene, camera);\n currentRenderState.setupLights(camera);\n if (_clippingEnabled) _clipping.endShadows(); //\n\n if (this.info.autoReset) this.info.reset();\n\n if (renderTarget === undefined) {\n renderTarget = null;\n }\n\n this.setRenderTarget(renderTarget); //\n\n background.render(currentRenderList, scene, camera, forceClear); // render scene\n\n var opaqueObjects = currentRenderList.opaque;\n var transparentObjects = currentRenderList.transparent;\n\n if (scene.overrideMaterial) {\n var overrideMaterial = scene.overrideMaterial;\n if (opaqueObjects.length) renderObjects(opaqueObjects, scene, camera, overrideMaterial);\n if (transparentObjects.length) renderObjects(transparentObjects, scene, camera, overrideMaterial);\n } else {\n // opaque pass (front-to-back order)\n if (opaqueObjects.length) renderObjects(opaqueObjects, scene, camera); // transparent pass (back-to-front order)\n\n if (transparentObjects.length) renderObjects(transparentObjects, scene, camera);\n } // Generate mipmap if we're using any kind of mipmap filtering\n\n\n if (renderTarget) {\n textures.updateRenderTargetMipmap(renderTarget);\n } // Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\n state.buffers.depth.setTest(true);\n state.buffers.depth.setMask(true);\n state.buffers.color.setMask(true);\n state.setPolygonOffset(false);\n scene.onAfterRender(_this, scene, camera);\n\n if (vr.enabled) {\n vr.submitFrame();\n } // _gl.finish();\n\n\n currentRenderList = null;\n currentRenderState = null;\n };\n\n function projectObject(object, camera, sortObjects) {\n if (object.visible === false) return;\n var visible = object.layers.test(camera.layers);\n\n if (visible) {\n if (object.isLight) {\n currentRenderState.pushLight(object);\n\n if (object.castShadow) {\n currentRenderState.pushShadow(object);\n }\n } else if (object.isSprite) {\n if (!object.frustumCulled || _frustum.intersectsSprite(object)) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n var geometry = objects.update(object);\n var material = object.material;\n currentRenderList.push(object, geometry, material, _vector3.z, null);\n }\n } else if (object.isImmediateRenderObject) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n currentRenderList.push(object, null, object.material, _vector3.z, null);\n } else if (object.isMesh || object.isLine || object.isPoints) {\n if (object.isSkinnedMesh) {\n object.skeleton.update();\n }\n\n if (!object.frustumCulled || _frustum.intersectsObject(object)) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n var geometry = objects.update(object);\n var material = object.material;\n\n if (Array.isArray(material)) {\n var groups = geometry.groups;\n\n for (var i = 0, l = groups.length; i < l; i++) {\n var group = groups[i];\n var groupMaterial = material[group.materialIndex];\n\n if (groupMaterial && groupMaterial.visible) {\n currentRenderList.push(object, geometry, groupMaterial, _vector3.z, group);\n }\n }\n } else if (material.visible) {\n currentRenderList.push(object, geometry, material, _vector3.z, null);\n }\n }\n }\n }\n\n var children = object.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n projectObject(children[i], camera, sortObjects);\n }\n }\n\n function renderObjects(renderList, scene, camera, overrideMaterial) {\n for (var i = 0, l = renderList.length; i < l; i++) {\n var renderItem = renderList[i];\n var object = renderItem.object;\n var geometry = renderItem.geometry;\n var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;\n var group = renderItem.group;\n\n if (camera.isArrayCamera) {\n _currentArrayCamera = camera;\n var cameras = camera.cameras;\n\n for (var j = 0, jl = cameras.length; j < jl; j++) {\n var camera2 = cameras[j];\n\n if (object.layers.test(camera2.layers)) {\n if ('viewport' in camera2) {\n // XR\n state.viewport(_currentViewport.copy(camera2.viewport));\n } else {\n var bounds = camera2.bounds;\n var x = bounds.x * _width;\n var y = bounds.y * _height;\n var width = bounds.z * _width;\n var height = bounds.w * _height;\n state.viewport(_currentViewport.set(x, y, width, height).multiplyScalar(_pixelRatio));\n }\n\n currentRenderState.setupLights(camera2);\n renderObject(object, scene, camera2, geometry, material, group);\n }\n }\n } else {\n _currentArrayCamera = null;\n renderObject(object, scene, camera, geometry, material, group);\n }\n }\n }\n\n function renderObject(object, scene, camera, geometry, material, group) {\n object.onBeforeRender(_this, scene, camera, geometry, material, group);\n currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);\n object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);\n object.normalMatrix.getNormalMatrix(object.modelViewMatrix);\n\n if (object.isImmediateRenderObject) {\n state.setMaterial(material);\n var program = setProgram(camera, scene.fog, material, object);\n _currentGeometryProgram.geometry = null;\n _currentGeometryProgram.program = null;\n _currentGeometryProgram.wireframe = false;\n renderObjectImmediate(object, program);\n } else {\n _this.renderBufferDirect(camera, scene.fog, geometry, material, object, group);\n }\n\n object.onAfterRender(_this, scene, camera, geometry, material, group);\n currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);\n }\n\n function initMaterial(material, fog, object) {\n var materialProperties = properties.get(material);\n var lights = currentRenderState.state.lights;\n var shadowsArray = currentRenderState.state.shadowsArray;\n var lightsHash = materialProperties.lightsHash;\n var lightsStateHash = lights.state.hash;\n var parameters = programCache.getParameters(material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object);\n var code = programCache.getProgramCode(material, parameters);\n var program = materialProperties.program;\n var programChange = true;\n\n if (program === undefined) {\n // new material\n material.addEventListener('dispose', onMaterialDispose);\n } else if (program.code !== code) {\n // changed glsl or parameters\n releaseMaterialProgramReference(material);\n } else if (lightsHash.stateID !== lightsStateHash.stateID || lightsHash.directionalLength !== lightsStateHash.directionalLength || lightsHash.pointLength !== lightsStateHash.pointLength || lightsHash.spotLength !== lightsStateHash.spotLength || lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || lightsHash.hemiLength !== lightsStateHash.hemiLength || lightsHash.shadowsLength !== lightsStateHash.shadowsLength) {\n lightsHash.stateID = lightsStateHash.stateID;\n lightsHash.directionalLength = lightsStateHash.directionalLength;\n lightsHash.pointLength = lightsStateHash.pointLength;\n lightsHash.spotLength = lightsStateHash.spotLength;\n lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;\n lightsHash.hemiLength = lightsStateHash.hemiLength;\n lightsHash.shadowsLength = lightsStateHash.shadowsLength;\n programChange = false;\n } else if (parameters.shaderID !== undefined) {\n // same glsl and uniform list\n return;\n } else {\n // only rebuild uniform list\n programChange = false;\n }\n\n if (programChange) {\n if (parameters.shaderID) {\n var shader = ShaderLib[parameters.shaderID];\n materialProperties.shader = {\n name: material.type,\n uniforms: cloneUniforms(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader\n };\n } else {\n materialProperties.shader = {\n name: material.type,\n uniforms: material.uniforms,\n vertexShader: material.vertexShader,\n fragmentShader: material.fragmentShader\n };\n }\n\n material.onBeforeCompile(materialProperties.shader, _this); // Computing code again as onBeforeCompile may have changed the shaders\n\n code = programCache.getProgramCode(material, parameters);\n program = programCache.acquireProgram(material, materialProperties.shader, parameters, code);\n materialProperties.program = program;\n material.program = program;\n }\n\n var programAttributes = program.getAttributes();\n\n if (material.morphTargets) {\n material.numSupportedMorphTargets = 0;\n\n for (var i = 0; i < _this.maxMorphTargets; i++) {\n if (programAttributes['morphTarget' + i] >= 0) {\n material.numSupportedMorphTargets++;\n }\n }\n }\n\n if (material.morphNormals) {\n material.numSupportedMorphNormals = 0;\n\n for (var i = 0; i < _this.maxMorphNormals; i++) {\n if (programAttributes['morphNormal' + i] >= 0) {\n material.numSupportedMorphNormals++;\n }\n }\n }\n\n var uniforms = materialProperties.shader.uniforms;\n\n if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {\n materialProperties.numClippingPlanes = _clipping.numPlanes;\n materialProperties.numIntersection = _clipping.numIntersection;\n uniforms.clippingPlanes = _clipping.uniform;\n }\n\n materialProperties.fog = fog; // store the light setup it was created for\n\n if (lightsHash === undefined) {\n materialProperties.lightsHash = lightsHash = {};\n }\n\n lightsHash.stateID = lightsStateHash.stateID;\n lightsHash.directionalLength = lightsStateHash.directionalLength;\n lightsHash.pointLength = lightsStateHash.pointLength;\n lightsHash.spotLength = lightsStateHash.spotLength;\n lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;\n lightsHash.hemiLength = lightsStateHash.hemiLength;\n lightsHash.shadowsLength = lightsStateHash.shadowsLength;\n\n if (material.lights) {\n // wire up the material to this renderer's lighting state\n uniforms.ambientLightColor.value = lights.state.ambient;\n uniforms.directionalLights.value = lights.state.directional;\n uniforms.spotLights.value = lights.state.spot;\n uniforms.rectAreaLights.value = lights.state.rectArea;\n uniforms.pointLights.value = lights.state.point;\n uniforms.hemisphereLights.value = lights.state.hemi;\n uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n uniforms.spotShadowMap.value = lights.state.spotShadowMap;\n uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n uniforms.pointShadowMap.value = lights.state.pointShadowMap;\n uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms\n }\n\n var progUniforms = materialProperties.program.getUniforms(),\n uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);\n materialProperties.uniformsList = uniformsList;\n }\n\n function setProgram(camera, fog, material, object) {\n _usedTextureUnits = 0;\n var materialProperties = properties.get(material);\n var lights = currentRenderState.state.lights;\n var lightsHash = materialProperties.lightsHash;\n var lightsStateHash = lights.state.hash;\n\n if (_clippingEnabled) {\n if (_localClippingEnabled || camera !== _currentCamera) {\n var useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup\n // object instead of the material, once it becomes feasible\n // (#8465, #8379)\n\n _clipping.setState(material.clippingPlanes, material.clipIntersection, material.clipShadows, camera, materialProperties, useCache);\n }\n }\n\n if (material.needsUpdate === false) {\n if (materialProperties.program === undefined) {\n material.needsUpdate = true;\n } else if (material.fog && materialProperties.fog !== fog) {\n material.needsUpdate = true;\n } else if (material.lights && (lightsHash.stateID !== lightsStateHash.stateID || lightsHash.directionalLength !== lightsStateHash.directionalLength || lightsHash.pointLength !== lightsStateHash.pointLength || lightsHash.spotLength !== lightsStateHash.spotLength || lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || lightsHash.hemiLength !== lightsStateHash.hemiLength || lightsHash.shadowsLength !== lightsStateHash.shadowsLength)) {\n material.needsUpdate = true;\n } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== _clipping.numPlanes || materialProperties.numIntersection !== _clipping.numIntersection)) {\n material.needsUpdate = true;\n }\n }\n\n if (material.needsUpdate) {\n initMaterial(material, fog, object);\n material.needsUpdate = false;\n }\n\n var refreshProgram = false;\n var refreshMaterial = false;\n var refreshLights = false;\n var program = materialProperties.program,\n p_uniforms = program.getUniforms(),\n m_uniforms = materialProperties.shader.uniforms;\n\n if (state.useProgram(program.program)) {\n refreshProgram = true;\n refreshMaterial = true;\n refreshLights = true;\n }\n\n if (material.id !== _currentMaterialId) {\n _currentMaterialId = material.id;\n refreshMaterial = true;\n }\n\n if (refreshProgram || _currentCamera !== camera) {\n p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);\n\n if (capabilities.logarithmicDepthBuffer) {\n p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));\n }\n\n if (_currentCamera !== camera) {\n _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update\n // now, in case this material supports lights - or later, when\n // the next material that does gets activated:\n\n refreshMaterial = true; // set to true on material change\n\n refreshLights = true; // remains set until update done\n } // load material specific uniforms\n // (shader material also gets them for the sake of genericity)\n\n\n if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.envMap) {\n var uCamPos = p_uniforms.map.cameraPosition;\n\n if (uCamPos !== undefined) {\n uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));\n }\n }\n\n if (material.isMeshPhongMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.skinning) {\n p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);\n }\n } // skinning uniforms must be set even if material didn't change\n // auto-setting of texture unit for bone texture must go before other textures\n // not sure why, but otherwise weird things happen\n\n\n if (material.skinning) {\n p_uniforms.setOptional(_gl, object, 'bindMatrix');\n p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');\n var skeleton = object.skeleton;\n\n if (skeleton) {\n var bones = skeleton.bones;\n\n if (capabilities.floatVertexTextures) {\n if (skeleton.boneTexture === undefined) {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n var size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix\n\n size = _Math.ceilPowerOfTwo(size);\n size = Math.max(size, 4);\n var boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel\n\n boneMatrices.set(skeleton.boneMatrices); // copy current values\n\n var boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);\n boneTexture.needsUpdate = true;\n skeleton.boneMatrices = boneMatrices;\n skeleton.boneTexture = boneTexture;\n skeleton.boneTextureSize = size;\n }\n\n p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture);\n p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);\n } else {\n p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');\n }\n }\n }\n\n if (refreshMaterial) {\n p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);\n p_uniforms.setValue(_gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint);\n\n if (material.lights) {\n // the current material requires lighting info\n // note: all lighting uniforms are always set correctly\n // they simply reference the renderer's state for their\n // values\n //\n // use the current material's .needsUpdate flags to set\n // the GL state when required\n markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);\n } // refresh uniforms common to several materials\n\n\n if (fog && material.fog) {\n refreshUniformsFog(m_uniforms, fog);\n }\n\n if (material.isMeshBasicMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n } else if (material.isMeshLambertMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n refreshUniformsLambert(m_uniforms, material);\n } else if (material.isMeshPhongMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n\n if (material.isMeshToonMaterial) {\n refreshUniformsToon(m_uniforms, material);\n } else {\n refreshUniformsPhong(m_uniforms, material);\n }\n } else if (material.isMeshStandardMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n\n if (material.isMeshPhysicalMaterial) {\n refreshUniformsPhysical(m_uniforms, material);\n } else {\n refreshUniformsStandard(m_uniforms, material);\n }\n } else if (material.isMeshMatcapMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n refreshUniformsMatcap(m_uniforms, material);\n } else if (material.isMeshDepthMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n refreshUniformsDepth(m_uniforms, material);\n } else if (material.isMeshDistanceMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n refreshUniformsDistance(m_uniforms, material);\n } else if (material.isMeshNormalMaterial) {\n refreshUniformsCommon(m_uniforms, material);\n refreshUniformsNormal(m_uniforms, material);\n } else if (material.isLineBasicMaterial) {\n refreshUniformsLine(m_uniforms, material);\n\n if (material.isLineDashedMaterial) {\n refreshUniformsDash(m_uniforms, material);\n }\n } else if (material.isPointsMaterial) {\n refreshUniformsPoints(m_uniforms, material);\n } else if (material.isSpriteMaterial) {\n refreshUniformsSprites(m_uniforms, material);\n } else if (material.isShadowMaterial) {\n m_uniforms.color.value = material.color;\n m_uniforms.opacity.value = material.opacity;\n } // RectAreaLight Texture\n // TODO (mrdoob): Find a nicer implementation\n\n\n if (m_uniforms.ltc_1 !== undefined) m_uniforms.ltc_1.value = UniformsLib.LTC_1;\n if (m_uniforms.ltc_2 !== undefined) m_uniforms.ltc_2.value = UniformsLib.LTC_2;\n WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, _this);\n }\n\n if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {\n WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, _this);\n material.uniformsNeedUpdate = false;\n }\n\n if (material.isSpriteMaterial) {\n p_uniforms.setValue(_gl, 'center', object.center);\n } // common matrices\n\n\n p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);\n p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);\n p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);\n return program;\n } // Uniforms (refresh uniforms objects)\n\n\n function refreshUniformsCommon(uniforms, material) {\n uniforms.opacity.value = material.opacity;\n\n if (material.color) {\n uniforms.diffuse.value = material.color;\n }\n\n if (material.emissive) {\n uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);\n }\n\n if (material.map) {\n uniforms.map.value = material.map;\n }\n\n if (material.alphaMap) {\n uniforms.alphaMap.value = material.alphaMap;\n }\n\n if (material.specularMap) {\n uniforms.specularMap.value = material.specularMap;\n }\n\n if (material.envMap) {\n uniforms.envMap.value = material.envMap; // don't flip CubeTexture envMaps, flip everything else:\n // WebGLRenderTargetCube will be flipped for backwards compatibility\n // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture\n // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future\n\n uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? -1 : 1;\n uniforms.reflectivity.value = material.reflectivity;\n uniforms.refractionRatio.value = material.refractionRatio;\n uniforms.maxMipLevel.value = properties.get(material.envMap).__maxMipLevel;\n }\n\n if (material.lightMap) {\n uniforms.lightMap.value = material.lightMap;\n uniforms.lightMapIntensity.value = material.lightMapIntensity;\n }\n\n if (material.aoMap) {\n uniforms.aoMap.value = material.aoMap;\n uniforms.aoMapIntensity.value = material.aoMapIntensity;\n } // uv repeat and offset setting priorities\n // 1. color map\n // 2. specular map\n // 3. normal map\n // 4. bump map\n // 5. alpha map\n // 6. emissive map\n\n\n var uvScaleMap;\n\n if (material.map) {\n uvScaleMap = material.map;\n } else if (material.specularMap) {\n uvScaleMap = material.specularMap;\n } else if (material.displacementMap) {\n uvScaleMap = material.displacementMap;\n } else if (material.normalMap) {\n uvScaleMap = material.normalMap;\n } else if (material.bumpMap) {\n uvScaleMap = material.bumpMap;\n } else if (material.roughnessMap) {\n uvScaleMap = material.roughnessMap;\n } else if (material.metalnessMap) {\n uvScaleMap = material.metalnessMap;\n } else if (material.alphaMap) {\n uvScaleMap = material.alphaMap;\n } else if (material.emissiveMap) {\n uvScaleMap = material.emissiveMap;\n }\n\n if (uvScaleMap !== undefined) {\n // backwards compatibility\n if (uvScaleMap.isWebGLRenderTarget) {\n uvScaleMap = uvScaleMap.texture;\n }\n\n if (uvScaleMap.matrixAutoUpdate === true) {\n uvScaleMap.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n }\n }\n\n function refreshUniformsLine(uniforms, material) {\n uniforms.diffuse.value = material.color;\n uniforms.opacity.value = material.opacity;\n }\n\n function refreshUniformsDash(uniforms, material) {\n uniforms.dashSize.value = material.dashSize;\n uniforms.totalSize.value = material.dashSize + material.gapSize;\n uniforms.scale.value = material.scale;\n }\n\n function refreshUniformsPoints(uniforms, material) {\n uniforms.diffuse.value = material.color;\n uniforms.opacity.value = material.opacity;\n uniforms.size.value = material.size * _pixelRatio;\n uniforms.scale.value = _height * 0.5;\n uniforms.map.value = material.map;\n\n if (material.map !== null) {\n if (material.map.matrixAutoUpdate === true) {\n material.map.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(material.map.matrix);\n }\n }\n\n function refreshUniformsSprites(uniforms, material) {\n uniforms.diffuse.value = material.color;\n uniforms.opacity.value = material.opacity;\n uniforms.rotation.value = material.rotation;\n uniforms.map.value = material.map;\n\n if (material.map !== null) {\n if (material.map.matrixAutoUpdate === true) {\n material.map.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(material.map.matrix);\n }\n }\n\n function refreshUniformsFog(uniforms, fog) {\n uniforms.fogColor.value = fog.color;\n\n if (fog.isFog) {\n uniforms.fogNear.value = fog.near;\n uniforms.fogFar.value = fog.far;\n } else if (fog.isFogExp2) {\n uniforms.fogDensity.value = fog.density;\n }\n }\n\n function refreshUniformsLambert(uniforms, material) {\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n }\n\n function refreshUniformsPhong(uniforms, material) {\n uniforms.specular.value = material.specular;\n uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )\n\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsToon(uniforms, material) {\n refreshUniformsPhong(uniforms, material);\n\n if (material.gradientMap) {\n uniforms.gradientMap.value = material.gradientMap;\n }\n }\n\n function refreshUniformsStandard(uniforms, material) {\n uniforms.roughness.value = material.roughness;\n uniforms.metalness.value = material.metalness;\n\n if (material.roughnessMap) {\n uniforms.roughnessMap.value = material.roughnessMap;\n }\n\n if (material.metalnessMap) {\n uniforms.metalnessMap.value = material.metalnessMap;\n }\n\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n\n if (material.envMap) {\n //uniforms.envMap.value = material.envMap; // part of uniforms common\n uniforms.envMapIntensity.value = material.envMapIntensity;\n }\n }\n\n function refreshUniformsPhysical(uniforms, material) {\n refreshUniformsStandard(uniforms, material);\n uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n uniforms.clearCoat.value = material.clearCoat;\n uniforms.clearCoatRoughness.value = material.clearCoatRoughness;\n }\n\n function refreshUniformsMatcap(uniforms, material) {\n if (material.matcap) {\n uniforms.matcap.value = material.matcap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsDepth(uniforms, material) {\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsDistance(uniforms, material) {\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n\n uniforms.referencePosition.value.copy(material.referencePosition);\n uniforms.nearDistance.value = material.nearDistance;\n uniforms.farDistance.value = material.farDistance;\n }\n\n function refreshUniformsNormal(uniforms, material) {\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n } // If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\n function markUniformsLightsNeedsUpdate(uniforms, value) {\n uniforms.ambientLightColor.needsUpdate = value;\n uniforms.directionalLights.needsUpdate = value;\n uniforms.pointLights.needsUpdate = value;\n uniforms.spotLights.needsUpdate = value;\n uniforms.rectAreaLights.needsUpdate = value;\n uniforms.hemisphereLights.needsUpdate = value;\n } // Textures\n\n\n function allocTextureUnit() {\n var textureUnit = _usedTextureUnits;\n\n if (textureUnit >= capabilities.maxTextures) {\n console.warn('THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures);\n }\n\n _usedTextureUnits += 1;\n return textureUnit;\n }\n\n this.allocTextureUnit = allocTextureUnit; // this.setTexture2D = setTexture2D;\n\n this.setTexture2D = function () {\n var warned = false; // backwards compatibility: peel texture.texture\n\n return function setTexture2D(texture, slot) {\n if (texture && texture.isWebGLRenderTarget) {\n if (!warned) {\n console.warn(\"THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.\");\n warned = true;\n }\n\n texture = texture.texture;\n }\n\n textures.setTexture2D(texture, slot);\n };\n }();\n\n this.setTexture3D = function () {\n // backwards compatibility: peel texture.texture\n return function setTexture3D(texture, slot) {\n textures.setTexture3D(texture, slot);\n };\n }();\n\n this.setTexture = function () {\n var warned = false;\n return function setTexture(texture, slot) {\n if (!warned) {\n console.warn(\"THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.\");\n warned = true;\n }\n\n textures.setTexture2D(texture, slot);\n };\n }();\n\n this.setTextureCube = function () {\n var warned = false;\n return function setTextureCube(texture, slot) {\n // backwards compatibility: peel texture.texture\n if (texture && texture.isWebGLRenderTargetCube) {\n if (!warned) {\n console.warn(\"THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.\");\n warned = true;\n }\n\n texture = texture.texture;\n } // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture\n // TODO: unify these code paths\n\n\n if (texture && texture.isCubeTexture || Array.isArray(texture.image) && texture.image.length === 6) {\n // CompressedTexture can have Array in image :/\n // this function alone should take care of cube textures\n textures.setTextureCube(texture, slot);\n } else {\n // assumed: texture property of THREE.WebGLRenderTargetCube\n textures.setTextureCubeDynamic(texture, slot);\n }\n };\n }(); //\n\n\n this.setFramebuffer = function (value) {\n _framebuffer = value;\n };\n\n this.getRenderTarget = function () {\n return _currentRenderTarget;\n };\n\n this.setRenderTarget = function (renderTarget) {\n _currentRenderTarget = renderTarget;\n\n if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {\n textures.setupRenderTarget(renderTarget);\n }\n\n var framebuffer = _framebuffer;\n var isCube = false;\n\n if (renderTarget) {\n var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;\n\n if (renderTarget.isWebGLRenderTargetCube) {\n framebuffer = __webglFramebuffer[renderTarget.activeCubeFace];\n isCube = true;\n } else {\n framebuffer = __webglFramebuffer;\n }\n\n _currentViewport.copy(renderTarget.viewport);\n\n _currentScissor.copy(renderTarget.scissor);\n\n _currentScissorTest = renderTarget.scissorTest;\n } else {\n _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio);\n\n _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio);\n\n _currentScissorTest = _scissorTest;\n }\n\n if (_currentFramebuffer !== framebuffer) {\n _gl.bindFramebuffer(36160, framebuffer);\n\n _currentFramebuffer = framebuffer;\n }\n\n state.viewport(_currentViewport);\n state.scissor(_currentScissor);\n state.setScissorTest(_currentScissorTest);\n\n if (isCube) {\n var textureProperties = properties.get(renderTarget.texture);\n\n _gl.framebufferTexture2D(36160, 36064, 34069 + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel);\n }\n };\n\n this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer) {\n if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');\n return;\n }\n\n var framebuffer = properties.get(renderTarget).__webglFramebuffer;\n\n if (framebuffer) {\n var restore = false;\n\n if (framebuffer !== _currentFramebuffer) {\n _gl.bindFramebuffer(36160, framebuffer);\n\n restore = true;\n }\n\n try {\n var texture = renderTarget.texture;\n var textureFormat = texture.format;\n var textureType = texture.type;\n\n if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');\n return;\n }\n\n if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)\n !(textureType === FloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_float') || extensions.get('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox\n !(textureType === HalfFloatType && (capabilities.isWebGL2 ? extensions.get('EXT_color_buffer_float') : extensions.get('EXT_color_buffer_half_float')))) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');\n return;\n }\n\n if (_gl.checkFramebufferStatus(36160) === 36053) {\n // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {\n _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);\n }\n } else {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');\n }\n } finally {\n if (restore) {\n _gl.bindFramebuffer(36160, _currentFramebuffer);\n }\n }\n }\n };\n\n this.copyFramebufferToTexture = function (position, texture, level) {\n var width = texture.image.width;\n var height = texture.image.height;\n var glFormat = utils.convert(texture.format);\n this.setTexture2D(texture, 0);\n\n _gl.copyTexImage2D(3553, level || 0, glFormat, position.x, position.y, width, height, 0);\n };\n\n this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) {\n var width = srcTexture.image.width;\n var height = srcTexture.image.height;\n var glFormat = utils.convert(dstTexture.format);\n var glType = utils.convert(dstTexture.type);\n this.setTexture2D(dstTexture, 0);\n\n if (srcTexture.isDataTexture) {\n _gl.texSubImage2D(3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);\n } else {\n _gl.texSubImage2D(3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image);\n }\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\n\nfunction FogExp2(color, density) {\n this.name = '';\n this.color = new Color(color);\n this.density = density !== undefined ? density : 0.00025;\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nFogExp2.prototype.clone = function () {\n return new FogExp2(this.color, this.density);\n};\n\nFogExp2.prototype.toJSON = function\n /* meta */\n() {\n return {\n type: 'FogExp2',\n color: this.color.getHex(),\n density: this.density\n };\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\n\nfunction Fog(color, near, far) {\n this.name = '';\n this.color = new Color(color);\n this.near = near !== undefined ? near : 1;\n this.far = far !== undefined ? far : 1000;\n}\n\nFog.prototype.isFog = true;\n\nFog.prototype.clone = function () {\n return new Fog(this.color, this.near, this.far);\n};\n\nFog.prototype.toJSON = function\n /* meta */\n() {\n return {\n type: 'Fog',\n color: this.color.getHex(),\n near: this.near,\n far: this.far\n };\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction Scene() {\n Object3D.call(this);\n this.type = 'Scene';\n this.background = null;\n this.fog = null;\n this.overrideMaterial = null;\n this.autoUpdate = true; // checked by the renderer\n}\n\nScene.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Scene,\n copy: function copy(source, recursive) {\n Object3D.prototype.copy.call(this, source, recursive);\n if (source.background !== null) this.background = source.background.clone();\n if (source.fog !== null) this.fog = source.fog.clone();\n if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();\n this.autoUpdate = source.autoUpdate;\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n if (this.background !== null) data.object.background = this.background.toJSON(meta);\n if (this.fog !== null) data.object.fog = this.fog.toJSON();\n return data;\n }\n});\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBuffer(array, stride) {\n this.array = array;\n this.stride = stride;\n this.count = array !== undefined ? array.length / stride : 0;\n this.dynamic = false;\n this.updateRange = {\n offset: 0,\n count: -1\n };\n this.version = 0;\n}\n\nObject.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\nObject.assign(InterleavedBuffer.prototype, {\n isInterleavedBuffer: true,\n onUploadCallback: function onUploadCallback() {},\n setArray: function setArray(array) {\n if (Array.isArray(array)) {\n throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');\n }\n\n this.count = array !== undefined ? array.length / this.stride : 0;\n this.array = array;\n return this;\n },\n setDynamic: function setDynamic(value) {\n this.dynamic = value;\n return this;\n },\n copy: function copy(source) {\n this.array = new source.array.constructor(source.array);\n this.count = source.count;\n this.stride = source.stride;\n this.dynamic = source.dynamic;\n return this;\n },\n copyAt: function copyAt(index1, attribute, index2) {\n index1 *= this.stride;\n index2 *= attribute.stride;\n\n for (var i = 0, l = this.stride; i < l; i++) {\n this.array[index1 + i] = attribute.array[index2 + i];\n }\n\n return this;\n },\n set: function set(value, offset) {\n if (offset === undefined) offset = 0;\n this.array.set(value, offset);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n onUpload: function onUpload(callback) {\n this.onUploadCallback = callback;\n return this;\n }\n});\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) {\n this.data = interleavedBuffer;\n this.itemSize = itemSize;\n this.offset = offset;\n this.normalized = normalized === true;\n}\n\nObject.defineProperties(InterleavedBufferAttribute.prototype, {\n count: {\n get: function get() {\n return this.data.count;\n }\n },\n array: {\n get: function get() {\n return this.data.array;\n }\n }\n});\nObject.assign(InterleavedBufferAttribute.prototype, {\n isInterleavedBufferAttribute: true,\n setX: function setX(index, x) {\n this.data.array[index * this.data.stride + this.offset] = x;\n return this;\n },\n setY: function setY(index, y) {\n this.data.array[index * this.data.stride + this.offset + 1] = y;\n return this;\n },\n setZ: function setZ(index, z) {\n this.data.array[index * this.data.stride + this.offset + 2] = z;\n return this;\n },\n setW: function setW(index, w) {\n this.data.array[index * this.data.stride + this.offset + 3] = w;\n return this;\n },\n getX: function getX(index) {\n return this.data.array[index * this.data.stride + this.offset];\n },\n getY: function getY(index) {\n return this.data.array[index * this.data.stride + this.offset + 1];\n },\n getZ: function getZ(index) {\n return this.data.array[index * this.data.stride + this.offset + 2];\n },\n getW: function getW(index) {\n return this.data.array[index * this.data.stride + this.offset + 3];\n },\n setXY: function setXY(index, x, y) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n return this;\n },\n setXYZ: function setXYZ(index, x, y, z) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n this.data.array[index + 2] = z;\n return this;\n },\n setXYZW: function setXYZW(index, x, y, z, w) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n this.data.array[index + 2] = z;\n this.data.array[index + 3] = w;\n return this;\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial(parameters) {\n Material.call(this);\n this.type = 'SpriteMaterial';\n this.color = new Color(0xffffff);\n this.map = null;\n this.rotation = 0;\n this.sizeAttenuation = true;\n this.lights = false;\n this.transparent = true;\n this.setValues(parameters);\n}\n\nSpriteMaterial.prototype = Object.create(Material.prototype);\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.rotation = source.rotation;\n this.sizeAttenuation = source.sizeAttenuation;\n return this;\n};\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\n\nvar geometry;\n\nfunction Sprite(material) {\n Object3D.call(this);\n this.type = 'Sprite';\n\n if (geometry === undefined) {\n geometry = new BufferGeometry();\n var float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);\n var interleavedBuffer = new InterleavedBuffer(float32Array, 5);\n geometry.setIndex([0, 1, 2, 0, 2, 3]);\n geometry.addAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));\n geometry.addAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));\n }\n\n this.geometry = geometry;\n this.material = material !== undefined ? material : new SpriteMaterial();\n this.center = new Vector2(0.5, 0.5);\n}\n\nSprite.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Sprite,\n isSprite: true,\n raycast: function () {\n var intersectPoint = new Vector3();\n var worldScale = new Vector3();\n var mvPosition = new Vector3();\n var alignedPosition = new Vector2();\n var rotatedPosition = new Vector2();\n var viewWorldMatrix = new Matrix4();\n var vA = new Vector3();\n var vB = new Vector3();\n var vC = new Vector3();\n var uvA = new Vector2();\n var uvB = new Vector2();\n var uvC = new Vector2();\n\n function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {\n // compute position in camera space\n alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero\n\n if (sin !== undefined) {\n rotatedPosition.x = cos * alignedPosition.x - sin * alignedPosition.y;\n rotatedPosition.y = sin * alignedPosition.x + cos * alignedPosition.y;\n } else {\n rotatedPosition.copy(alignedPosition);\n }\n\n vertexPosition.copy(mvPosition);\n vertexPosition.x += rotatedPosition.x;\n vertexPosition.y += rotatedPosition.y; // transform to world space\n\n vertexPosition.applyMatrix4(viewWorldMatrix);\n }\n\n return function raycast(raycaster, intersects) {\n worldScale.setFromMatrixScale(this.matrixWorld);\n viewWorldMatrix.getInverse(this.modelViewMatrix).premultiply(this.matrixWorld);\n mvPosition.setFromMatrixPosition(this.modelViewMatrix);\n var rotation = this.material.rotation;\n var sin, cos;\n\n if (rotation !== 0) {\n cos = Math.cos(rotation);\n sin = Math.sin(rotation);\n }\n\n var center = this.center;\n transformVertex(vA.set(-0.5, -0.5, 0), mvPosition, center, worldScale, sin, cos);\n transformVertex(vB.set(0.5, -0.5, 0), mvPosition, center, worldScale, sin, cos);\n transformVertex(vC.set(0.5, 0.5, 0), mvPosition, center, worldScale, sin, cos);\n uvA.set(0, 0);\n uvB.set(1, 0);\n uvC.set(1, 1); // check first triangle\n\n var intersect = raycaster.ray.intersectTriangle(vA, vB, vC, false, intersectPoint);\n\n if (intersect === null) {\n // check second triangle\n transformVertex(vB.set(-0.5, 0.5, 0), mvPosition, center, worldScale, sin, cos);\n uvB.set(0, 1);\n intersect = raycaster.ray.intersectTriangle(vA, vC, vB, false, intersectPoint);\n\n if (intersect === null) {\n return;\n }\n }\n\n var distance = raycaster.ray.origin.distanceTo(intersectPoint);\n if (distance < raycaster.near || distance > raycaster.far) return;\n intersects.push({\n distance: distance,\n point: intersectPoint.clone(),\n uv: Triangle.getUV(intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2()),\n face: null,\n object: this\n });\n };\n }(),\n clone: function clone() {\n return new this.constructor(this.material).copy(this);\n },\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n if (source.center !== undefined) this.center.copy(source.center);\n return this;\n }\n});\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LOD() {\n Object3D.call(this);\n this.type = 'LOD';\n Object.defineProperties(this, {\n levels: {\n enumerable: true,\n value: []\n }\n });\n}\n\nLOD.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: LOD,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source, false);\n var levels = source.levels;\n\n for (var i = 0, l = levels.length; i < l; i++) {\n var level = levels[i];\n this.addLevel(level.object.clone(), level.distance);\n }\n\n return this;\n },\n addLevel: function addLevel(object, distance) {\n if (distance === undefined) distance = 0;\n distance = Math.abs(distance);\n var levels = this.levels;\n\n for (var l = 0; l < levels.length; l++) {\n if (distance < levels[l].distance) {\n break;\n }\n }\n\n levels.splice(l, 0, {\n distance: distance,\n object: object\n });\n this.add(object);\n },\n getObjectForDistance: function getObjectForDistance(distance) {\n var levels = this.levels;\n\n for (var i = 1, l = levels.length; i < l; i++) {\n if (distance < levels[i].distance) {\n break;\n }\n }\n\n return levels[i - 1].object;\n },\n raycast: function () {\n var matrixPosition = new Vector3();\n return function raycast(raycaster, intersects) {\n matrixPosition.setFromMatrixPosition(this.matrixWorld);\n var distance = raycaster.ray.origin.distanceTo(matrixPosition);\n this.getObjectForDistance(distance).raycast(raycaster, intersects);\n };\n }(),\n update: function () {\n var v1 = new Vector3();\n var v2 = new Vector3();\n return function update(camera) {\n var levels = this.levels;\n\n if (levels.length > 1) {\n v1.setFromMatrixPosition(camera.matrixWorld);\n v2.setFromMatrixPosition(this.matrixWorld);\n var distance = v1.distanceTo(v2);\n levels[0].object.visible = true;\n\n for (var i = 1, l = levels.length; i < l; i++) {\n if (distance >= levels[i].distance) {\n levels[i - 1].object.visible = false;\n levels[i].object.visible = true;\n } else {\n break;\n }\n }\n\n for (; i < l; i++) {\n levels[i].object.visible = false;\n }\n }\n };\n }(),\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.levels = [];\n var levels = this.levels;\n\n for (var i = 0, l = levels.length; i < l; i++) {\n var level = levels[i];\n data.object.levels.push({\n object: level.object.uuid,\n distance: level.distance\n });\n }\n\n return data;\n }\n});\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction SkinnedMesh(geometry, material) {\n if (geometry && geometry.isGeometry) {\n console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n\n Mesh.call(this, geometry, material);\n this.type = 'SkinnedMesh';\n this.bindMode = 'attached';\n this.bindMatrix = new Matrix4();\n this.bindMatrixInverse = new Matrix4();\n}\n\nSkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {\n constructor: SkinnedMesh,\n isSkinnedMesh: true,\n bind: function bind(skeleton, bindMatrix) {\n this.skeleton = skeleton;\n\n if (bindMatrix === undefined) {\n this.updateMatrixWorld(true);\n this.skeleton.calculateInverses();\n bindMatrix = this.matrixWorld;\n }\n\n this.bindMatrix.copy(bindMatrix);\n this.bindMatrixInverse.getInverse(bindMatrix);\n },\n pose: function pose() {\n this.skeleton.pose();\n },\n normalizeSkinWeights: function normalizeSkinWeights() {\n var vector = new Vector4();\n var skinWeight = this.geometry.attributes.skinWeight;\n\n for (var i = 0, l = skinWeight.count; i < l; i++) {\n vector.x = skinWeight.getX(i);\n vector.y = skinWeight.getY(i);\n vector.z = skinWeight.getZ(i);\n vector.w = skinWeight.getW(i);\n var scale = 1.0 / vector.manhattanLength();\n\n if (scale !== Infinity) {\n vector.multiplyScalar(scale);\n } else {\n vector.set(1, 0, 0, 0); // do something reasonable\n }\n\n skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);\n }\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n Mesh.prototype.updateMatrixWorld.call(this, force);\n\n if (this.bindMode === 'attached') {\n this.bindMatrixInverse.getInverse(this.matrixWorld);\n } else if (this.bindMode === 'detached') {\n this.bindMatrixInverse.getInverse(this.bindMatrix);\n } else {\n console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);\n }\n },\n clone: function clone() {\n return new this.constructor(this.geometry, this.material).copy(this);\n }\n});\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author michael guerrero / http://realitymeltdown.com\n * @author ikerr / http://verold.com\n */\n\nfunction Skeleton(bones, boneInverses) {\n // copy the bone array\n bones = bones || [];\n this.bones = bones.slice(0);\n this.boneMatrices = new Float32Array(this.bones.length * 16); // use the supplied bone inverses or calculate the inverses\n\n if (boneInverses === undefined) {\n this.calculateInverses();\n } else {\n if (this.bones.length === boneInverses.length) {\n this.boneInverses = boneInverses.slice(0);\n } else {\n console.warn('THREE.Skeleton boneInverses is the wrong length.');\n this.boneInverses = [];\n\n for (var i = 0, il = this.bones.length; i < il; i++) {\n this.boneInverses.push(new Matrix4());\n }\n }\n }\n}\n\nObject.assign(Skeleton.prototype, {\n calculateInverses: function calculateInverses() {\n this.boneInverses = [];\n\n for (var i = 0, il = this.bones.length; i < il; i++) {\n var inverse = new Matrix4();\n\n if (this.bones[i]) {\n inverse.getInverse(this.bones[i].matrixWorld);\n }\n\n this.boneInverses.push(inverse);\n }\n },\n pose: function pose() {\n var bone, i, il; // recover the bind-time world matrices\n\n for (i = 0, il = this.bones.length; i < il; i++) {\n bone = this.bones[i];\n\n if (bone) {\n bone.matrixWorld.getInverse(this.boneInverses[i]);\n }\n } // compute the local matrices, positions, rotations and scales\n\n\n for (i = 0, il = this.bones.length; i < il; i++) {\n bone = this.bones[i];\n\n if (bone) {\n if (bone.parent && bone.parent.isBone) {\n bone.matrix.getInverse(bone.parent.matrixWorld);\n bone.matrix.multiply(bone.matrixWorld);\n } else {\n bone.matrix.copy(bone.matrixWorld);\n }\n\n bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);\n }\n }\n },\n update: function () {\n var offsetMatrix = new Matrix4();\n var identityMatrix = new Matrix4();\n return function update() {\n var bones = this.bones;\n var boneInverses = this.boneInverses;\n var boneMatrices = this.boneMatrices;\n var boneTexture = this.boneTexture; // flatten bone matrices to array\n\n for (var i = 0, il = bones.length; i < il; i++) {\n // compute the offset between the current and the original transform\n var matrix = bones[i] ? bones[i].matrixWorld : identityMatrix;\n offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);\n offsetMatrix.toArray(boneMatrices, i * 16);\n }\n\n if (boneTexture !== undefined) {\n boneTexture.needsUpdate = true;\n }\n };\n }(),\n clone: function clone() {\n return new Skeleton(this.bones, this.boneInverses);\n },\n getBoneByName: function getBoneByName(name) {\n for (var i = 0, il = this.bones.length; i < il; i++) {\n var bone = this.bones[i];\n\n if (bone.name === name) {\n return bone;\n }\n }\n\n return undefined;\n }\n});\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction Bone() {\n Object3D.call(this);\n this.type = 'Bone';\n}\n\nBone.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Bone,\n isBone: true\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial(parameters) {\n Material.call(this);\n this.type = 'LineBasicMaterial';\n this.color = new Color(0xffffff);\n this.linewidth = 1;\n this.linecap = 'round';\n this.linejoin = 'round';\n this.lights = false;\n this.setValues(parameters);\n}\n\nLineBasicMaterial.prototype = Object.create(Material.prototype);\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.linewidth = source.linewidth;\n this.linecap = source.linecap;\n this.linejoin = source.linejoin;\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction Line(geometry, material, mode) {\n if (mode === 1) {\n console.error('THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.');\n }\n\n Object3D.call(this);\n this.type = 'Line';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new LineBasicMaterial({\n color: Math.random() * 0xffffff\n });\n}\n\nLine.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Line,\n isLine: true,\n computeLineDistances: function () {\n var start = new Vector3();\n var end = new Vector3();\n return function computeLineDistances() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n // we assume non-indexed geometry\n if (geometry.index === null) {\n var positionAttribute = geometry.attributes.position;\n var lineDistances = [0];\n\n for (var i = 1, l = positionAttribute.count; i < l; i++) {\n start.fromBufferAttribute(positionAttribute, i - 1);\n end.fromBufferAttribute(positionAttribute, i);\n lineDistances[i] = lineDistances[i - 1];\n lineDistances[i] += start.distanceTo(end);\n }\n\n geometry.addAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));\n } else {\n console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');\n }\n } else if (geometry.isGeometry) {\n var vertices = geometry.vertices;\n var lineDistances = geometry.lineDistances;\n lineDistances[0] = 0;\n\n for (var i = 1, l = vertices.length; i < l; i++) {\n lineDistances[i] = lineDistances[i - 1];\n lineDistances[i] += vertices[i - 1].distanceTo(vertices[i]);\n }\n }\n\n return this;\n };\n }(),\n raycast: function () {\n var inverseMatrix = new Matrix4();\n var ray = new Ray();\n var sphere = new Sphere();\n return function raycast(raycaster, intersects) {\n var precision = raycaster.linePrecision;\n var geometry = this.geometry;\n var matrixWorld = this.matrixWorld; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n sphere.copy(geometry.boundingSphere);\n sphere.applyMatrix4(matrixWorld);\n sphere.radius += precision;\n if (raycaster.ray.intersectsSphere(sphere) === false) return; //\n\n inverseMatrix.getInverse(matrixWorld);\n ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);\n var localPrecision = precision / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n var localPrecisionSq = localPrecision * localPrecision;\n var vStart = new Vector3();\n var vEnd = new Vector3();\n var interSegment = new Vector3();\n var interRay = new Vector3();\n var step = this && this.isLineSegments ? 2 : 1;\n\n if (geometry.isBufferGeometry) {\n var index = geometry.index;\n var attributes = geometry.attributes;\n var positions = attributes.position.array;\n\n if (index !== null) {\n var indices = index.array;\n\n for (var i = 0, l = indices.length - 1; i < l; i += step) {\n var a = indices[i];\n var b = indices[i + 1];\n vStart.fromArray(positions, a * 3);\n vEnd.fromArray(positions, b * 3);\n var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n if (distSq > localPrecisionSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var distance = raycaster.ray.origin.distanceTo(interRay);\n if (distance < raycaster.near || distance > raycaster.far) continue;\n intersects.push({\n distance: distance,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: i,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n } else {\n for (var i = 0, l = positions.length / 3 - 1; i < l; i += step) {\n vStart.fromArray(positions, 3 * i);\n vEnd.fromArray(positions, 3 * i + 3);\n var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n if (distSq > localPrecisionSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var distance = raycaster.ray.origin.distanceTo(interRay);\n if (distance < raycaster.near || distance > raycaster.far) continue;\n intersects.push({\n distance: distance,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: i,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n } else if (geometry.isGeometry) {\n var vertices = geometry.vertices;\n var nbVertices = vertices.length;\n\n for (var i = 0; i < nbVertices - 1; i += step) {\n var distSq = ray.distanceSqToSegment(vertices[i], vertices[i + 1], interRay, interSegment);\n if (distSq > localPrecisionSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var distance = raycaster.ray.origin.distanceTo(interRay);\n if (distance < raycaster.near || distance > raycaster.far) continue;\n intersects.push({\n distance: distance,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: i,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n };\n }(),\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.geometry.copy(source.geometry);\n this.material.copy(source.material);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LineSegments(geometry, material) {\n Line.call(this, geometry, material);\n this.type = 'LineSegments';\n}\n\nLineSegments.prototype = Object.assign(Object.create(Line.prototype), {\n constructor: LineSegments,\n isLineSegments: true,\n computeLineDistances: function () {\n var start = new Vector3();\n var end = new Vector3();\n return function computeLineDistances() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n // we assume non-indexed geometry\n if (geometry.index === null) {\n var positionAttribute = geometry.attributes.position;\n var lineDistances = [];\n\n for (var i = 0, l = positionAttribute.count; i < l; i += 2) {\n start.fromBufferAttribute(positionAttribute, i);\n end.fromBufferAttribute(positionAttribute, i + 1);\n lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];\n lineDistances[i + 1] = lineDistances[i] + start.distanceTo(end);\n }\n\n geometry.addAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));\n } else {\n console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');\n }\n } else if (geometry.isGeometry) {\n var vertices = geometry.vertices;\n var lineDistances = geometry.lineDistances;\n\n for (var i = 0, l = vertices.length; i < l; i += 2) {\n start.copy(vertices[i]);\n end.copy(vertices[i + 1]);\n lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];\n lineDistances[i + 1] = lineDistances[i] + start.distanceTo(end);\n }\n }\n\n return this;\n };\n }()\n});\n/**\n * @author mgreter / http://github.com/mgreter\n */\n\nfunction LineLoop(geometry, material) {\n Line.call(this, geometry, material);\n this.type = 'LineLoop';\n}\n\nLineLoop.prototype = Object.assign(Object.create(Line.prototype), {\n constructor: LineLoop,\n isLineLoop: true\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial(parameters) {\n Material.call(this);\n this.type = 'PointsMaterial';\n this.color = new Color(0xffffff);\n this.map = null;\n this.size = 1;\n this.sizeAttenuation = true;\n this.morphTargets = false;\n this.lights = false;\n this.setValues(parameters);\n}\n\nPointsMaterial.prototype = Object.create(Material.prototype);\nPointsMaterial.prototype.constructor = PointsMaterial;\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.size = source.size;\n this.sizeAttenuation = source.sizeAttenuation;\n this.morphTargets = source.morphTargets;\n return this;\n};\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\n\nfunction Points(geometry, material) {\n Object3D.call(this);\n this.type = 'Points';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new PointsMaterial({\n color: Math.random() * 0xffffff\n });\n}\n\nPoints.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Points,\n isPoints: true,\n raycast: function () {\n var inverseMatrix = new Matrix4();\n var ray = new Ray();\n var sphere = new Sphere();\n return function raycast(raycaster, intersects) {\n var object = this;\n var geometry = this.geometry;\n var matrixWorld = this.matrixWorld;\n var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n sphere.copy(geometry.boundingSphere);\n sphere.applyMatrix4(matrixWorld);\n sphere.radius += threshold;\n if (raycaster.ray.intersectsSphere(sphere) === false) return; //\n\n inverseMatrix.getInverse(matrixWorld);\n ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);\n var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n var localThresholdSq = localThreshold * localThreshold;\n var position = new Vector3();\n var intersectPoint = new Vector3();\n\n function testPoint(point, index) {\n var rayPointDistanceSq = ray.distanceSqToPoint(point);\n\n if (rayPointDistanceSq < localThresholdSq) {\n ray.closestPointToPoint(point, intersectPoint);\n intersectPoint.applyMatrix4(matrixWorld);\n var distance = raycaster.ray.origin.distanceTo(intersectPoint);\n if (distance < raycaster.near || distance > raycaster.far) return;\n intersects.push({\n distance: distance,\n distanceToRay: Math.sqrt(rayPointDistanceSq),\n point: intersectPoint.clone(),\n index: index,\n face: null,\n object: object\n });\n }\n }\n\n if (geometry.isBufferGeometry) {\n var index = geometry.index;\n var attributes = geometry.attributes;\n var positions = attributes.position.array;\n\n if (index !== null) {\n var indices = index.array;\n\n for (var i = 0, il = indices.length; i < il; i++) {\n var a = indices[i];\n position.fromArray(positions, a * 3);\n testPoint(position, a);\n }\n } else {\n for (var i = 0, l = positions.length / 3; i < l; i++) {\n position.fromArray(positions, i * 3);\n testPoint(position, i);\n }\n }\n } else {\n var vertices = geometry.vertices;\n\n for (var i = 0, l = vertices.length; i < l; i++) {\n testPoint(vertices[i], i);\n }\n }\n };\n }(),\n clone: function clone() {\n return new this.constructor(this.geometry, this.material).copy(this);\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction VideoTexture(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.format = format !== undefined ? format : RGBFormat;\n this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n this.generateMipmaps = false;\n}\n\nVideoTexture.prototype = Object.assign(Object.create(Texture.prototype), {\n constructor: VideoTexture,\n isVideoTexture: true,\n update: function update() {\n var video = this.image;\n\n if (video.readyState >= video.HAVE_CURRENT_DATA) {\n this.needsUpdate = true;\n }\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CompressedTexture(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.image = {\n width: width,\n height: height\n };\n this.mipmaps = mipmaps; // no flipping for cube textures\n // (also flipping doesn't work for compressed textures )\n\n this.flipY = false; // can't generate mipmaps for compressed textures\n // mips must be embedded in DDS files\n\n this.generateMipmaps = false;\n}\n\nCompressedTexture.prototype = Object.create(Texture.prototype);\nCompressedTexture.prototype.constructor = CompressedTexture;\nCompressedTexture.prototype.isCompressedTexture = true;\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.needsUpdate = true;\n}\n\nCanvasTexture.prototype = Object.create(Texture.prototype);\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n/**\n * @author Matt DesLauriers / @mattdesl\n * @author atix / arthursilber.de\n */\n\nfunction DepthTexture(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {\n format = format !== undefined ? format : DepthFormat;\n\n if (format !== DepthFormat && format !== DepthStencilFormat) {\n throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');\n }\n\n if (type === undefined && format === DepthFormat) type = UnsignedShortType;\n if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.image = {\n width: width,\n height: height\n };\n this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n this.flipY = false;\n this.generateMipmaps = false;\n}\n\nDepthTexture.prototype = Object.create(Texture.prototype);\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WireframeGeometry(geometry) {\n BufferGeometry.call(this);\n this.type = 'WireframeGeometry'; // buffer\n\n var vertices = []; // helper variables\n\n var i, j, l, o, ol;\n var edge = [0, 0],\n edges = {},\n e,\n edge1,\n edge2;\n var key,\n keys = ['a', 'b', 'c'];\n var vertex; // different logic for Geometry and BufferGeometry\n\n if (geometry && geometry.isGeometry) {\n // create a data structure that contains all edges without duplicates\n var faces = geometry.faces;\n\n for (i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n\n for (j = 0; j < 3; j++) {\n edge1 = face[keys[j]];\n edge2 = face[keys[(j + 1) % 3]];\n edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates\n\n edge[1] = Math.max(edge1, edge2);\n key = edge[0] + ',' + edge[1];\n\n if (edges[key] === undefined) {\n edges[key] = {\n index1: edge[0],\n index2: edge[1]\n };\n }\n }\n } // generate vertices\n\n\n for (key in edges) {\n e = edges[key];\n vertex = geometry.vertices[e.index1];\n vertices.push(vertex.x, vertex.y, vertex.z);\n vertex = geometry.vertices[e.index2];\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n } else if (geometry && geometry.isBufferGeometry) {\n var position, indices, groups;\n var group, start, count;\n var index1, index2;\n vertex = new Vector3();\n\n if (geometry.index !== null) {\n // indexed BufferGeometry\n position = geometry.attributes.position;\n indices = geometry.index;\n groups = geometry.groups;\n\n if (groups.length === 0) {\n groups = [{\n start: 0,\n count: indices.count,\n materialIndex: 0\n }];\n } // create a data structure that contains all eges without duplicates\n\n\n for (o = 0, ol = groups.length; o < ol; ++o) {\n group = groups[o];\n start = group.start;\n count = group.count;\n\n for (i = start, l = start + count; i < l; i += 3) {\n for (j = 0; j < 3; j++) {\n edge1 = indices.getX(i + j);\n edge2 = indices.getX(i + (j + 1) % 3);\n edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates\n\n edge[1] = Math.max(edge1, edge2);\n key = edge[0] + ',' + edge[1];\n\n if (edges[key] === undefined) {\n edges[key] = {\n index1: edge[0],\n index2: edge[1]\n };\n }\n }\n }\n } // generate vertices\n\n\n for (key in edges) {\n e = edges[key];\n vertex.fromBufferAttribute(position, e.index1);\n vertices.push(vertex.x, vertex.y, vertex.z);\n vertex.fromBufferAttribute(position, e.index2);\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n } else {\n // non-indexed BufferGeometry\n position = geometry.attributes.position;\n\n for (i = 0, l = position.count / 3; i < l; i++) {\n for (j = 0; j < 3; j++) {\n // three edges per triangle, an edge is represented as (index1, index2)\n // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n index1 = 3 * i + j;\n vertex.fromBufferAttribute(position, index1);\n vertices.push(vertex.x, vertex.y, vertex.z);\n index2 = 3 * i + (j + 1) % 3;\n vertex.fromBufferAttribute(position, index2);\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n }\n }\n } // build geometry\n\n\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n}\n\nWireframeGeometry.prototype = Object.create(BufferGeometry.prototype);\nWireframeGeometry.prototype.constructor = WireframeGeometry;\n/**\n * @author zz85 / https://github.com/zz85\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout http://prideout.net/blog/?p=44\n */\n// ParametricGeometry\n\nfunction ParametricGeometry(func, slices, stacks) {\n Geometry.call(this);\n this.type = 'ParametricGeometry';\n this.parameters = {\n func: func,\n slices: slices,\n stacks: stacks\n };\n this.fromBufferGeometry(new ParametricBufferGeometry(func, slices, stacks));\n this.mergeVertices();\n}\n\nParametricGeometry.prototype = Object.create(Geometry.prototype);\nParametricGeometry.prototype.constructor = ParametricGeometry; // ParametricBufferGeometry\n\nfunction ParametricBufferGeometry(func, slices, stacks) {\n BufferGeometry.call(this);\n this.type = 'ParametricBufferGeometry';\n this.parameters = {\n func: func,\n slices: slices,\n stacks: stacks\n }; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = [];\n var EPS = 0.00001;\n var normal = new Vector3();\n var p0 = new Vector3(),\n p1 = new Vector3();\n var pu = new Vector3(),\n pv = new Vector3();\n var i, j;\n\n if (func.length < 3) {\n console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');\n } // generate vertices, normals and uvs\n\n\n var sliceCount = slices + 1;\n\n for (i = 0; i <= stacks; i++) {\n var v = i / stacks;\n\n for (j = 0; j <= slices; j++) {\n var u = j / slices; // vertex\n\n func(u, v, p0);\n vertices.push(p0.x, p0.y, p0.z); // normal\n // approximate tangent vectors via finite differences\n\n if (u - EPS >= 0) {\n func(u - EPS, v, p1);\n pu.subVectors(p0, p1);\n } else {\n func(u + EPS, v, p1);\n pu.subVectors(p1, p0);\n }\n\n if (v - EPS >= 0) {\n func(u, v - EPS, p1);\n pv.subVectors(p0, p1);\n } else {\n func(u, v + EPS, p1);\n pv.subVectors(p1, p0);\n } // cross product of tangent vectors returns surface normal\n\n\n normal.crossVectors(pu, pv).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u, v);\n }\n } // generate indices\n\n\n for (i = 0; i < stacks; i++) {\n for (j = 0; j < slices; j++) {\n var a = i * sliceCount + j;\n var b = i * sliceCount + j + 1;\n var c = (i + 1) * sliceCount + j + 1;\n var d = (i + 1) * sliceCount + j; // faces one and two\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nParametricBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n/**\n * @author clockworkgeek / https://github.com/clockworkgeek\n * @author timothypratley / https://github.com/timothypratley\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n// PolyhedronGeometry\n\nfunction PolyhedronGeometry(vertices, indices, radius, detail) {\n Geometry.call(this);\n this.type = 'PolyhedronGeometry';\n this.parameters = {\n vertices: vertices,\n indices: indices,\n radius: radius,\n detail: detail\n };\n this.fromBufferGeometry(new PolyhedronBufferGeometry(vertices, indices, radius, detail));\n this.mergeVertices();\n}\n\nPolyhedronGeometry.prototype = Object.create(Geometry.prototype);\nPolyhedronGeometry.prototype.constructor = PolyhedronGeometry; // PolyhedronBufferGeometry\n\nfunction PolyhedronBufferGeometry(vertices, indices, radius, detail) {\n BufferGeometry.call(this);\n this.type = 'PolyhedronBufferGeometry';\n this.parameters = {\n vertices: vertices,\n indices: indices,\n radius: radius,\n detail: detail\n };\n radius = radius || 1;\n detail = detail || 0; // default buffer data\n\n var vertexBuffer = [];\n var uvBuffer = []; // the subdivision creates the vertex buffer data\n\n subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius\n\n appplyRadius(radius); // finally, create the uv data\n\n generateUVs(); // build non-indexed geometry\n\n this.addAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));\n this.addAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));\n\n if (detail === 0) {\n this.computeVertexNormals(); // flat normals\n } else {\n this.normalizeNormals(); // smooth normals\n } // helper functions\n\n\n function subdivide(detail) {\n var a = new Vector3();\n var b = new Vector3();\n var c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value\n\n for (var i = 0; i < indices.length; i += 3) {\n // get the vertices of the face\n getVertexByIndex(indices[i + 0], a);\n getVertexByIndex(indices[i + 1], b);\n getVertexByIndex(indices[i + 2], c); // perform subdivision\n\n subdivideFace(a, b, c, detail);\n }\n }\n\n function subdivideFace(a, b, c, detail) {\n var cols = Math.pow(2, detail); // we use this multidimensional array as a data structure for creating the subdivision\n\n var v = [];\n var i, j; // construct all of the vertices for this subdivision\n\n for (i = 0; i <= cols; i++) {\n v[i] = [];\n var aj = a.clone().lerp(c, i / cols);\n var bj = b.clone().lerp(c, i / cols);\n var rows = cols - i;\n\n for (j = 0; j <= rows; j++) {\n if (j === 0 && i === cols) {\n v[i][j] = aj;\n } else {\n v[i][j] = aj.clone().lerp(bj, j / rows);\n }\n }\n } // construct all of the faces\n\n\n for (i = 0; i < cols; i++) {\n for (j = 0; j < 2 * (cols - i) - 1; j++) {\n var k = Math.floor(j / 2);\n\n if (j % 2 === 0) {\n pushVertex(v[i][k + 1]);\n pushVertex(v[i + 1][k]);\n pushVertex(v[i][k]);\n } else {\n pushVertex(v[i][k + 1]);\n pushVertex(v[i + 1][k + 1]);\n pushVertex(v[i + 1][k]);\n }\n }\n }\n }\n\n function appplyRadius(radius) {\n var vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex\n\n for (var i = 0; i < vertexBuffer.length; i += 3) {\n vertex.x = vertexBuffer[i + 0];\n vertex.y = vertexBuffer[i + 1];\n vertex.z = vertexBuffer[i + 2];\n vertex.normalize().multiplyScalar(radius);\n vertexBuffer[i + 0] = vertex.x;\n vertexBuffer[i + 1] = vertex.y;\n vertexBuffer[i + 2] = vertex.z;\n }\n }\n\n function generateUVs() {\n var vertex = new Vector3();\n\n for (var i = 0; i < vertexBuffer.length; i += 3) {\n vertex.x = vertexBuffer[i + 0];\n vertex.y = vertexBuffer[i + 1];\n vertex.z = vertexBuffer[i + 2];\n var u = azimuth(vertex) / 2 / Math.PI + 0.5;\n var v = inclination(vertex) / Math.PI + 0.5;\n uvBuffer.push(u, 1 - v);\n }\n\n correctUVs();\n correctSeam();\n }\n\n function correctSeam() {\n // handle case when face straddles the seam, see #3269\n for (var i = 0; i < uvBuffer.length; i += 6) {\n // uv data of a single face\n var x0 = uvBuffer[i + 0];\n var x1 = uvBuffer[i + 2];\n var x2 = uvBuffer[i + 4];\n var max = Math.max(x0, x1, x2);\n var min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary\n\n if (max > 0.9 && min < 0.1) {\n if (x0 < 0.2) uvBuffer[i + 0] += 1;\n if (x1 < 0.2) uvBuffer[i + 2] += 1;\n if (x2 < 0.2) uvBuffer[i + 4] += 1;\n }\n }\n }\n\n function pushVertex(vertex) {\n vertexBuffer.push(vertex.x, vertex.y, vertex.z);\n }\n\n function getVertexByIndex(index, vertex) {\n var stride = index * 3;\n vertex.x = vertices[stride + 0];\n vertex.y = vertices[stride + 1];\n vertex.z = vertices[stride + 2];\n }\n\n function correctUVs() {\n var a = new Vector3();\n var b = new Vector3();\n var c = new Vector3();\n var centroid = new Vector3();\n var uvA = new Vector2();\n var uvB = new Vector2();\n var uvC = new Vector2();\n\n for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {\n a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);\n b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);\n c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);\n uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);\n uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);\n uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);\n centroid.copy(a).add(b).add(c).divideScalar(3);\n var azi = azimuth(centroid);\n correctUV(uvA, j + 0, a, azi);\n correctUV(uvB, j + 2, b, azi);\n correctUV(uvC, j + 4, c, azi);\n }\n }\n\n function correctUV(uv, stride, vector, azimuth) {\n if (azimuth < 0 && uv.x === 1) {\n uvBuffer[stride] = uv.x - 1;\n }\n\n if (vector.x === 0 && vector.z === 0) {\n uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;\n }\n } // Angle around the Y axis, counter-clockwise when looking from above.\n\n\n function azimuth(vector) {\n return Math.atan2(vector.z, -vector.x);\n } // Angle above the XZ plane.\n\n\n function inclination(vector) {\n return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));\n }\n}\n\nPolyhedronBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nPolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n// TetrahedronGeometry\n\nfunction TetrahedronGeometry(radius, detail) {\n Geometry.call(this);\n this.type = 'TetrahedronGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n this.fromBufferGeometry(new TetrahedronBufferGeometry(radius, detail));\n this.mergeVertices();\n}\n\nTetrahedronGeometry.prototype = Object.create(Geometry.prototype);\nTetrahedronGeometry.prototype.constructor = TetrahedronGeometry; // TetrahedronBufferGeometry\n\nfunction TetrahedronBufferGeometry(radius, detail) {\n var vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];\n var indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];\n PolyhedronBufferGeometry.call(this, vertices, indices, radius, detail);\n this.type = 'TetrahedronBufferGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n}\n\nTetrahedronBufferGeometry.prototype = Object.create(PolyhedronBufferGeometry.prototype);\nTetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n// OctahedronGeometry\n\nfunction OctahedronGeometry(radius, detail) {\n Geometry.call(this);\n this.type = 'OctahedronGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n this.fromBufferGeometry(new OctahedronBufferGeometry(radius, detail));\n this.mergeVertices();\n}\n\nOctahedronGeometry.prototype = Object.create(Geometry.prototype);\nOctahedronGeometry.prototype.constructor = OctahedronGeometry; // OctahedronBufferGeometry\n\nfunction OctahedronBufferGeometry(radius, detail) {\n var vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];\n var indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];\n PolyhedronBufferGeometry.call(this, vertices, indices, radius, detail);\n this.type = 'OctahedronBufferGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n}\n\nOctahedronBufferGeometry.prototype = Object.create(PolyhedronBufferGeometry.prototype);\nOctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n// IcosahedronGeometry\n\nfunction IcosahedronGeometry(radius, detail) {\n Geometry.call(this);\n this.type = 'IcosahedronGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n this.fromBufferGeometry(new IcosahedronBufferGeometry(radius, detail));\n this.mergeVertices();\n}\n\nIcosahedronGeometry.prototype = Object.create(Geometry.prototype);\nIcosahedronGeometry.prototype.constructor = IcosahedronGeometry; // IcosahedronBufferGeometry\n\nfunction IcosahedronBufferGeometry(radius, detail) {\n var t = (1 + Math.sqrt(5)) / 2;\n var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];\n var indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1];\n PolyhedronBufferGeometry.call(this, vertices, indices, radius, detail);\n this.type = 'IcosahedronBufferGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n}\n\nIcosahedronBufferGeometry.prototype = Object.create(PolyhedronBufferGeometry.prototype);\nIcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;\n/**\n * @author Abe Pazos / https://hamoid.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n// DodecahedronGeometry\n\nfunction DodecahedronGeometry(radius, detail) {\n Geometry.call(this);\n this.type = 'DodecahedronGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n this.fromBufferGeometry(new DodecahedronBufferGeometry(radius, detail));\n this.mergeVertices();\n}\n\nDodecahedronGeometry.prototype = Object.create(Geometry.prototype);\nDodecahedronGeometry.prototype.constructor = DodecahedronGeometry; // DodecahedronBufferGeometry\n\nfunction DodecahedronBufferGeometry(radius, detail) {\n var t = (1 + Math.sqrt(5)) / 2;\n var r = 1 / t;\n var vertices = [// (±1, ±1, ±1)\n -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, // (0, ±1/φ, ±φ)\n 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)\n -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)\n -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];\n var indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9];\n PolyhedronBufferGeometry.call(this, vertices, indices, radius, detail);\n this.type = 'DodecahedronBufferGeometry';\n this.parameters = {\n radius: radius,\n detail: detail\n };\n}\n\nDodecahedronBufferGeometry.prototype = Object.create(PolyhedronBufferGeometry.prototype);\nDodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;\n/**\n * @author oosmoxiecode / https://github.com/oosmoxiecode\n * @author WestLangley / https://github.com/WestLangley\n * @author zz85 / https://github.com/zz85\n * @author miningold / https://github.com/miningold\n * @author jonobr1 / https://github.com/jonobr1\n * @author Mugen87 / https://github.com/Mugen87\n *\n */\n// TubeGeometry\n\nfunction TubeGeometry(path, tubularSegments, radius, radialSegments, closed, taper) {\n Geometry.call(this);\n this.type = 'TubeGeometry';\n this.parameters = {\n path: path,\n tubularSegments: tubularSegments,\n radius: radius,\n radialSegments: radialSegments,\n closed: closed\n };\n if (taper !== undefined) console.warn('THREE.TubeGeometry: taper has been removed.');\n var bufferGeometry = new TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed); // expose internals\n\n this.tangents = bufferGeometry.tangents;\n this.normals = bufferGeometry.normals;\n this.binormals = bufferGeometry.binormals; // create geometry\n\n this.fromBufferGeometry(bufferGeometry);\n this.mergeVertices();\n}\n\nTubeGeometry.prototype = Object.create(Geometry.prototype);\nTubeGeometry.prototype.constructor = TubeGeometry; // TubeBufferGeometry\n\nfunction TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed) {\n BufferGeometry.call(this);\n this.type = 'TubeBufferGeometry';\n this.parameters = {\n path: path,\n tubularSegments: tubularSegments,\n radius: radius,\n radialSegments: radialSegments,\n closed: closed\n };\n tubularSegments = tubularSegments || 64;\n radius = radius || 1;\n radialSegments = radialSegments || 8;\n closed = closed || false;\n var frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals\n\n this.tangents = frames.tangents;\n this.normals = frames.normals;\n this.binormals = frames.binormals; // helper variables\n\n var vertex = new Vector3();\n var normal = new Vector3();\n var uv = new Vector2();\n var P = new Vector3();\n var i, j; // buffer\n\n var vertices = [];\n var normals = [];\n var uvs = [];\n var indices = []; // create buffer data\n\n generateBufferData(); // build geometry\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions\n\n function generateBufferData() {\n for (i = 0; i < tubularSegments; i++) {\n generateSegment(i);\n } // if the geometry is not closed, generate the last row of vertices and normals\n // at the regular position on the given path\n //\n // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\n generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.\n // this makes it easy compute correct values for closed geometries\n\n generateUVs(); // finally create faces\n\n generateIndices();\n }\n\n function generateSegment(i) {\n // we use getPointAt to sample evenly distributed points from the given path\n P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal\n\n var N = frames.normals[i];\n var B = frames.binormals[i]; // generate normals and vertices for the current segment\n\n for (j = 0; j <= radialSegments; j++) {\n var v = j / radialSegments * Math.PI * 2;\n var sin = Math.sin(v);\n var cos = -Math.cos(v); // normal\n\n normal.x = cos * N.x + sin * B.x;\n normal.y = cos * N.y + sin * B.y;\n normal.z = cos * N.z + sin * B.z;\n normal.normalize();\n normals.push(normal.x, normal.y, normal.z); // vertex\n\n vertex.x = P.x + radius * normal.x;\n vertex.y = P.y + radius * normal.y;\n vertex.z = P.z + radius * normal.z;\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n }\n\n function generateIndices() {\n for (j = 1; j <= tubularSegments; j++) {\n for (i = 1; i <= radialSegments; i++) {\n var a = (radialSegments + 1) * (j - 1) + (i - 1);\n var b = (radialSegments + 1) * j + (i - 1);\n var c = (radialSegments + 1) * j + i;\n var d = (radialSegments + 1) * (j - 1) + i; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n }\n\n function generateUVs() {\n for (i = 0; i <= tubularSegments; i++) {\n for (j = 0; j <= radialSegments; j++) {\n uv.x = i / tubularSegments;\n uv.y = j / radialSegments;\n uvs.push(uv.x, uv.y);\n }\n }\n }\n}\n\nTubeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nTubeBufferGeometry.prototype.constructor = TubeBufferGeometry;\n/**\n * @author oosmoxiecode\n * @author Mugen87 / https://github.com/Mugen87\n *\n * based on http://www.blackpawn.com/texts/pqtorus/\n */\n// TorusKnotGeometry\n\nfunction TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q, heightScale) {\n Geometry.call(this);\n this.type = 'TorusKnotGeometry';\n this.parameters = {\n radius: radius,\n tube: tube,\n tubularSegments: tubularSegments,\n radialSegments: radialSegments,\n p: p,\n q: q\n };\n if (heightScale !== undefined) console.warn('THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.');\n this.fromBufferGeometry(new TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q));\n this.mergeVertices();\n}\n\nTorusKnotGeometry.prototype = Object.create(Geometry.prototype);\nTorusKnotGeometry.prototype.constructor = TorusKnotGeometry; // TorusKnotBufferGeometry\n\nfunction TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q) {\n BufferGeometry.call(this);\n this.type = 'TorusKnotBufferGeometry';\n this.parameters = {\n radius: radius,\n tube: tube,\n tubularSegments: tubularSegments,\n radialSegments: radialSegments,\n p: p,\n q: q\n };\n radius = radius || 1;\n tube = tube || 0.4;\n tubularSegments = Math.floor(tubularSegments) || 64;\n radialSegments = Math.floor(radialSegments) || 8;\n p = p || 2;\n q = q || 3; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var i, j;\n var vertex = new Vector3();\n var normal = new Vector3();\n var P1 = new Vector3();\n var P2 = new Vector3();\n var B = new Vector3();\n var T = new Vector3();\n var N = new Vector3(); // generate vertices, normals and uvs\n\n for (i = 0; i <= tubularSegments; ++i) {\n // the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n var u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n // these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n calculatePositionOnCurve(u, p, q, radius, P1);\n calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis\n\n T.subVectors(P2, P1);\n N.addVectors(P2, P1);\n B.crossVectors(T, N);\n N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it\n\n B.normalize();\n N.normalize();\n\n for (j = 0; j <= radialSegments; ++j) {\n // now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n var v = j / radialSegments * Math.PI * 2;\n var cx = -tube * Math.cos(v);\n var cy = tube * Math.sin(v); // now calculate the final vertex position.\n // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n vertex.x = P1.x + (cx * N.x + cy * B.x);\n vertex.y = P1.y + (cx * N.y + cy * B.y);\n vertex.z = P1.z + (cx * N.z + cy * B.z);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n normal.subVectors(vertex, P1).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(i / tubularSegments);\n uvs.push(j / radialSegments);\n }\n } // generate indices\n\n\n for (j = 1; j <= tubularSegments; j++) {\n for (i = 1; i <= radialSegments; i++) {\n // indices\n var a = (radialSegments + 1) * (j - 1) + (i - 1);\n var b = (radialSegments + 1) * j + (i - 1);\n var c = (radialSegments + 1) * j + i;\n var d = (radialSegments + 1) * (j - 1) + i; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve\n\n function calculatePositionOnCurve(u, p, q, radius, position) {\n var cu = Math.cos(u);\n var su = Math.sin(u);\n var quOverP = q / p * u;\n var cs = Math.cos(quOverP);\n position.x = radius * (2 + cs) * 0.5 * cu;\n position.y = radius * (2 + cs) * su * 0.5;\n position.z = radius * Math.sin(quOverP) * 0.5;\n }\n}\n\nTorusKnotBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nTorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;\n/**\n * @author oosmoxiecode\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n// TorusGeometry\n\nfunction TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) {\n Geometry.call(this);\n this.type = 'TorusGeometry';\n this.parameters = {\n radius: radius,\n tube: tube,\n radialSegments: radialSegments,\n tubularSegments: tubularSegments,\n arc: arc\n };\n this.fromBufferGeometry(new TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc));\n this.mergeVertices();\n}\n\nTorusGeometry.prototype = Object.create(Geometry.prototype);\nTorusGeometry.prototype.constructor = TorusGeometry; // TorusBufferGeometry\n\nfunction TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc) {\n BufferGeometry.call(this);\n this.type = 'TorusBufferGeometry';\n this.parameters = {\n radius: radius,\n tube: tube,\n radialSegments: radialSegments,\n tubularSegments: tubularSegments,\n arc: arc\n };\n radius = radius || 1;\n tube = tube || 0.4;\n radialSegments = Math.floor(radialSegments) || 8;\n tubularSegments = Math.floor(tubularSegments) || 6;\n arc = arc || Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var center = new Vector3();\n var vertex = new Vector3();\n var normal = new Vector3();\n var j, i; // generate vertices, normals and uvs\n\n for (j = 0; j <= radialSegments; j++) {\n for (i = 0; i <= tubularSegments; i++) {\n var u = i / tubularSegments * arc;\n var v = j / radialSegments * Math.PI * 2; // vertex\n\n vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);\n vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);\n vertex.z = tube * Math.sin(v);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n center.x = radius * Math.cos(u);\n center.y = radius * Math.sin(u);\n normal.subVectors(vertex, center).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(i / tubularSegments);\n uvs.push(j / radialSegments);\n }\n } // generate indices\n\n\n for (j = 1; j <= radialSegments; j++) {\n for (i = 1; i <= tubularSegments; i++) {\n // indices\n var a = (tubularSegments + 1) * j + i - 1;\n var b = (tubularSegments + 1) * (j - 1) + i - 1;\n var c = (tubularSegments + 1) * (j - 1) + i;\n var d = (tubularSegments + 1) * j + i; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nTorusBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nTorusBufferGeometry.prototype.constructor = TorusBufferGeometry;\n/**\n * @author Mugen87 / https://github.com/Mugen87\n * Port from https://github.com/mapbox/earcut (v2.1.2)\n */\n\nvar Earcut = {\n triangulate: function triangulate(data, holeIndices, dim) {\n dim = dim || 2;\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n if (!outerNode) return triangles;\n var minX, minY, maxX, maxY, x, y, invSize;\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n } // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\n\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n return triangles;\n }\n}; // create a circular doubly linked list from polygon points in the specified winding order\n\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === signedArea(data, start, end, dim) > 0) {\n for (i = start; i < end; i += dim) {\n last = insertNode(i, data[i], data[i + 1], last);\n }\n } else {\n for (i = end - dim; i >= start; i -= dim) {\n last = insertNode(i, data[i], data[i + 1], last);\n }\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n} // eliminate colinear or duplicate points\n\n\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n var p = start,\n again;\n\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n} // main ear slicing loop which triangulates a polygon (given as a linked list)\n\n\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return; // interlink polygon nodes in z-order\n\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n var stop = ear,\n prev,\n next; // iterate through ears, slicing them one by one\n\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n removeNode(ear); // skipping the next vertice leads to less sliver triangles\n\n ear = next.next;\n stop = next.next;\n continue;\n }\n\n ear = next; // if we looped through the whole remaining polygon and can't find any more ears\n\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(ear, triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n} // check whether a polygon node forms a valid ear with adjacent nodes\n\n\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n // now make sure we don't have other points inside the potential ear\n\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) {\n return false;\n }\n\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n // triangle bbox; min & max are calculated like this for speed\n\n var minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,\n minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,\n maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,\n maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;\n\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); // first look for points inside the triangle in increasing z-order\n\n var p = ear.nextZ;\n\n while (p && p.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.nextZ;\n } // then look for points in decreasing z-order\n\n\n p = ear.prevZ;\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n return true;\n} // go through all polygon nodes and cure small local self-intersections\n\n\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim); // remove two nodes involved\n\n removeNode(p);\n removeNode(p.next);\n p = start = b;\n }\n\n p = p.next;\n } while (p !== start);\n\n return p;\n} // try splitting polygon into two and triangulate them independently\n\n\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n\n do {\n var b = a.next.next;\n\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b); // filter colinear points around the cuts\n\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next); // run earcut on each half\n\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n\n b = b.next;\n }\n\n a = a.next;\n } while (a !== start);\n} // link every hole into the outer loop, producing a single-ring polygon without holes\n\n\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i,\n len,\n start,\n end,\n list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX); // process holes from left to right\n\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n} // find a bridge between vertices that connects hole with an outer ring and and link it\n\n\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n filterPoints(b, b.next);\n }\n} // David Eberly's algorithm for finding a bridge between hole and outer polygon\n\n\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m; // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n\n if (x <= hx && x > qx) {\n qx = x;\n\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n\n m = p.x < p.next.x ? p : p.next;\n }\n }\n\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n p = m.next;\n\n while (p !== stop) {\n if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if ((tan < tanMin || tan === tanMin && p.x > m.x) && locallyInside(p, hole)) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n }\n\n return m;\n} // interlink polygon nodes in z-order\n\n\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n sortLinked(p);\n} // Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\n\n\nfunction sortLinked(list) {\n var i,\n p,\n q,\n e,\n tail,\n numMerges,\n pSize,\n qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n\n qSize = inSize;\n\n while (pSize > 0 || qSize > 0 && q) {\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;else list = e;\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n } while (numMerges > 1);\n\n return list;\n} // z-order of a point given coords and inverse of the longer side of data bbox\n\n\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n x = (x | x << 8) & 0x00FF00FF;\n x = (x | x << 4) & 0x0F0F0F0F;\n x = (x | x << 2) & 0x33333333;\n x = (x | x << 1) & 0x55555555;\n y = (y | y << 8) & 0x00FF00FF;\n y = (y | y << 4) & 0x0F0F0F0F;\n y = (y | y << 2) & 0x33333333;\n y = (y | y << 1) & 0x55555555;\n return x | y << 1;\n} // find the leftmost node of a polygon ring\n\n\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n\n do {\n if (p.x < leftmost.x) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n} // check if a point lies within a convex triangle\n\n\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n} // check if a diagonal between two polygon nodes is valid (lies in polygon interior)\n\n\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);\n} // signed area of a triangle\n\n\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n} // check if two points are equal\n\n\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n} // check if two segments intersect\n\n\nfunction intersects(p1, q1, p2, q2) {\n if (equals(p1, q1) && equals(p2, q2) || equals(p1, q2) && equals(p2, q1)) return true;\n return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 && area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0;\n} // check if a polygon diagonal intersects any polygon segments\n\n\nfunction intersectsPolygon(a, b) {\n var p = a;\n\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) {\n return true;\n }\n\n p = p.next;\n } while (p !== a);\n\n return false;\n} // check if a polygon diagonal is locally inside the polygon\n\n\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n} // check if the middle point of a polygon diagonal is inside the polygon\n\n\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n\n do {\n if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) {\n inside = !inside;\n }\n\n p = p.next;\n } while (p !== a);\n\n return inside;\n} // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\n\n\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n a.next = b;\n b.prev = a;\n a2.next = an;\n an.prev = a2;\n b2.next = a2;\n a2.prev = b2;\n bp.next = b2;\n b2.prev = bp;\n return b2;\n} // create a node and optionally link it with previous one (in a circular doubly linked list)\n\n\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertice index in coordinates array\n this.i = i; // vertex coordinates\n\n this.x = x;\n this.y = y; // previous and next vertice nodes in a polygon ring\n\n this.prev = null;\n this.next = null; // z-order curve value\n\n this.z = null; // previous and next nodes in z-order\n\n this.prevZ = null;\n this.nextZ = null; // indicates whether this is a steiner point\n\n this.steiner = false;\n}\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n\n return sum;\n}\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\n\nvar ShapeUtils = {\n // calculate area of the contour polygon\n area: function area(contour) {\n var n = contour.length;\n var a = 0.0;\n\n for (var p = n - 1, q = 0; q < n; p = q++) {\n a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;\n }\n\n return a * 0.5;\n },\n isClockWise: function isClockWise(pts) {\n return ShapeUtils.area(pts) < 0;\n },\n triangulateShape: function triangulateShape(contour, holes) {\n var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\n var holeIndices = []; // array of hole indices\n\n var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n removeDupEndPts(contour);\n addContour(vertices, contour); //\n\n var holeIndex = contour.length;\n holes.forEach(removeDupEndPts);\n\n for (var i = 0; i < holes.length; i++) {\n holeIndices.push(holeIndex);\n holeIndex += holes[i].length;\n addContour(vertices, holes[i]);\n } //\n\n\n var triangles = Earcut.triangulate(vertices, holeIndices); //\n\n for (var i = 0; i < triangles.length; i += 3) {\n faces.push(triangles.slice(i, i + 3));\n }\n\n return faces;\n }\n};\n\nfunction removeDupEndPts(points) {\n var l = points.length;\n\n if (l > 2 && points[l - 1].equals(points[0])) {\n points.pop();\n }\n}\n\nfunction addContour(vertices, contour) {\n for (var i = 0; i < contour.length; i++) {\n vertices.push(contour[i].x);\n vertices.push(contour[i].y);\n }\n}\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline is bevel\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n// ExtrudeGeometry\n\n\nfunction ExtrudeGeometry(shapes, options) {\n Geometry.call(this);\n this.type = 'ExtrudeGeometry';\n this.parameters = {\n shapes: shapes,\n options: options\n };\n this.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options));\n this.mergeVertices();\n}\n\nExtrudeGeometry.prototype = Object.create(Geometry.prototype);\nExtrudeGeometry.prototype.constructor = ExtrudeGeometry;\n\nExtrudeGeometry.prototype.toJSON = function () {\n var data = Geometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n var options = this.parameters.options;\n return toJSON(shapes, options, data);\n}; // ExtrudeBufferGeometry\n\n\nfunction ExtrudeBufferGeometry(shapes, options) {\n BufferGeometry.call(this);\n this.type = 'ExtrudeBufferGeometry';\n this.parameters = {\n shapes: shapes,\n options: options\n };\n shapes = Array.isArray(shapes) ? shapes : [shapes];\n var scope = this;\n var verticesArray = [];\n var uvArray = [];\n\n for (var i = 0, l = shapes.length; i < l; i++) {\n var shape = shapes[i];\n addShape(shape);\n } // build geometry\n\n\n this.addAttribute('position', new Float32BufferAttribute(verticesArray, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvArray, 2));\n this.computeVertexNormals(); // functions\n\n function addShape(shape) {\n var placeholder = []; // options\n\n var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n var steps = options.steps !== undefined ? options.steps : 1;\n var depth = options.depth !== undefined ? options.depth : 100;\n var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n var extrudePath = options.extrudePath;\n var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options\n\n if (options.amount !== undefined) {\n console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');\n depth = options.amount;\n } //\n\n\n var extrudePts,\n extrudeByPath = false;\n var splineTube, binormal, normal, position2;\n\n if (extrudePath) {\n extrudePts = extrudePath.getSpacedPoints(steps);\n extrudeByPath = true;\n bevelEnabled = false; // bevels not supported for path extrusion\n // SETUP TNB variables\n // TODO1 - have a .isClosed in spline?\n\n splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n binormal = new Vector3();\n normal = new Vector3();\n position2 = new Vector3();\n } // Safeguards if bevels are not enabled\n\n\n if (!bevelEnabled) {\n bevelSegments = 0;\n bevelThickness = 0;\n bevelSize = 0;\n } // Variables initialization\n\n\n var ahole, h, hl; // looping of holes\n\n var shapePoints = shape.extractPoints(curveSegments);\n var vertices = shapePoints.shape;\n var holes = shapePoints.holes;\n var reverse = !ShapeUtils.isClockWise(vertices);\n\n if (reverse) {\n vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n\n if (ShapeUtils.isClockWise(ahole)) {\n holes[h] = ahole.reverse();\n }\n }\n }\n\n var faces = ShapeUtils.triangulateShape(vertices, holes);\n /* Vertices */\n\n var contour = vertices; // vertices has all points but contour has only points of circumference\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n vertices = vertices.concat(ahole);\n }\n\n function scalePt2(pt, vec, size) {\n if (!vec) console.error(\"THREE.ExtrudeGeometry: vec does not exist\");\n return vec.clone().multiplyScalar(size).add(pt);\n }\n\n var b,\n bs,\n t,\n z,\n vert,\n vlen = vertices.length,\n face,\n flen = faces.length; // Find directions for point movement\n\n function getBevelVec(inPt, inPrev, inNext) {\n // computes for inPt the corresponding point inPt' on a new contour\n // shifted by 1 unit (length of normalized vector) to the left\n // if we walk along contour clockwise, this new contour is outside the old one\n //\n // inPt' is the intersection of the two lines parallel to the two\n // adjacent edges of inPt at a distance of 1 unit on the left side.\n var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n // good reading for geometry algorithms (here: line-line intersection)\n // http://geomalgorithms.com/a05-_intersect-1.html\n\n var v_prev_x = inPt.x - inPrev.x,\n v_prev_y = inPt.y - inPrev.y;\n var v_next_x = inNext.x - inPt.x,\n v_next_y = inNext.y - inPt.y;\n var v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges\n\n var collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;\n\n if (Math.abs(collinear0) > Number.EPSILON) {\n // not collinear\n // length of vectors for normalizing\n var v_prev_len = Math.sqrt(v_prev_lensq);\n var v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left\n\n var ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;\n var ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;\n var ptNextShift_x = inNext.x - v_next_y / v_next_len;\n var ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point\n\n var sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point\n\n v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;\n v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly\n // but prevent crazy spikes\n\n var v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;\n\n if (v_trans_lensq <= 2) {\n return new Vector2(v_trans_x, v_trans_y);\n } else {\n shrink_by = Math.sqrt(v_trans_lensq / 2);\n }\n } else {\n // handle special case of collinear edges\n var direction_eq = false; // assumes: opposite\n\n if (v_prev_x > Number.EPSILON) {\n if (v_next_x > Number.EPSILON) {\n direction_eq = true;\n }\n } else {\n if (v_prev_x < -Number.EPSILON) {\n if (v_next_x < -Number.EPSILON) {\n direction_eq = true;\n }\n } else {\n if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {\n direction_eq = true;\n }\n }\n }\n\n if (direction_eq) {\n // console.log(\"Warning: lines are a straight sequence\");\n v_trans_x = -v_prev_y;\n v_trans_y = v_prev_x;\n shrink_by = Math.sqrt(v_prev_lensq);\n } else {\n // console.log(\"Warning: lines are a straight spike\");\n v_trans_x = v_prev_x;\n v_trans_y = v_prev_y;\n shrink_by = Math.sqrt(v_prev_lensq / 2);\n }\n }\n\n return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);\n }\n\n var contourMovements = [];\n\n for (var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {\n if (j === il) j = 0;\n if (k === il) k = 0; // (j)---(i)---(k)\n // console.log('i,j,k', i, j , k)\n\n contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);\n }\n\n var holesMovements = [],\n oneHoleMovements,\n verticesMovements = contourMovements.concat();\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n oneHoleMovements = [];\n\n for (i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {\n if (j === il) j = 0;\n if (k === il) k = 0; // (j)---(i)---(k)\n\n oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);\n }\n\n holesMovements.push(oneHoleMovements);\n verticesMovements = verticesMovements.concat(oneHoleMovements);\n } // Loop bevelSegments, 1 for the front, 1 for the back\n\n\n for (b = 0; b < bevelSegments; b++) {\n //for ( b = bevelSegments; b > 0; b -- ) {\n t = b / bevelSegments;\n z = bevelThickness * Math.cos(t * Math.PI / 2);\n bs = bevelSize * Math.sin(t * Math.PI / 2); // contract shape\n\n for (i = 0, il = contour.length; i < il; i++) {\n vert = scalePt2(contour[i], contourMovements[i], bs);\n v(vert.x, vert.y, -z);\n } // expand holes\n\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n oneHoleMovements = holesMovements[h];\n\n for (i = 0, il = ahole.length; i < il; i++) {\n vert = scalePt2(ahole[i], oneHoleMovements[i], bs);\n v(vert.x, vert.y, -z);\n }\n }\n }\n\n bs = bevelSize; // Back facing vertices\n\n for (i = 0; i < vlen; i++) {\n vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];\n\n if (!extrudeByPath) {\n v(vert.x, vert.y, 0);\n } else {\n // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);\n binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);\n position2.copy(extrudePts[0]).add(normal).add(binormal);\n v(position2.x, position2.y, position2.z);\n }\n } // Add stepped vertices...\n // Including front facing vertices\n\n\n var s;\n\n for (s = 1; s <= steps; s++) {\n for (i = 0; i < vlen; i++) {\n vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];\n\n if (!extrudeByPath) {\n v(vert.x, vert.y, depth / steps * s);\n } else {\n // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);\n binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);\n position2.copy(extrudePts[s]).add(normal).add(binormal);\n v(position2.x, position2.y, position2.z);\n }\n }\n } // Add bevel segments planes\n //for ( b = 1; b <= bevelSegments; b ++ ) {\n\n\n for (b = bevelSegments - 1; b >= 0; b--) {\n t = b / bevelSegments;\n z = bevelThickness * Math.cos(t * Math.PI / 2);\n bs = bevelSize * Math.sin(t * Math.PI / 2); // contract shape\n\n for (i = 0, il = contour.length; i < il; i++) {\n vert = scalePt2(contour[i], contourMovements[i], bs);\n v(vert.x, vert.y, depth + z);\n } // expand holes\n\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n oneHoleMovements = holesMovements[h];\n\n for (i = 0, il = ahole.length; i < il; i++) {\n vert = scalePt2(ahole[i], oneHoleMovements[i], bs);\n\n if (!extrudeByPath) {\n v(vert.x, vert.y, depth + z);\n } else {\n v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);\n }\n }\n }\n }\n /* Faces */\n // Top and bottom faces\n\n\n buildLidFaces(); // Sides faces\n\n buildSideFaces(); ///// Internal functions\n\n function buildLidFaces() {\n var start = verticesArray.length / 3;\n\n if (bevelEnabled) {\n var layer = 0; // steps + 1\n\n var offset = vlen * layer; // Bottom faces\n\n for (i = 0; i < flen; i++) {\n face = faces[i];\n f3(face[2] + offset, face[1] + offset, face[0] + offset);\n }\n\n layer = steps + bevelSegments * 2;\n offset = vlen * layer; // Top faces\n\n for (i = 0; i < flen; i++) {\n face = faces[i];\n f3(face[0] + offset, face[1] + offset, face[2] + offset);\n }\n } else {\n // Bottom faces\n for (i = 0; i < flen; i++) {\n face = faces[i];\n f3(face[2], face[1], face[0]);\n } // Top faces\n\n\n for (i = 0; i < flen; i++) {\n face = faces[i];\n f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);\n }\n }\n\n scope.addGroup(start, verticesArray.length / 3 - start, 0);\n } // Create faces for the z-sides of the shape\n\n\n function buildSideFaces() {\n var start = verticesArray.length / 3;\n var layeroffset = 0;\n sidewalls(contour, layeroffset);\n layeroffset += contour.length;\n\n for (h = 0, hl = holes.length; h < hl; h++) {\n ahole = holes[h];\n sidewalls(ahole, layeroffset); //, true\n\n layeroffset += ahole.length;\n }\n\n scope.addGroup(start, verticesArray.length / 3 - start, 1);\n }\n\n function sidewalls(contour, layeroffset) {\n var j, k;\n i = contour.length;\n\n while (--i >= 0) {\n j = i;\n k = i - 1;\n if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);\n\n var s = 0,\n sl = steps + bevelSegments * 2;\n\n for (s = 0; s < sl; s++) {\n var slen1 = vlen * s;\n var slen2 = vlen * (s + 1);\n var a = layeroffset + j + slen1,\n b = layeroffset + k + slen1,\n c = layeroffset + k + slen2,\n d = layeroffset + j + slen2;\n f4(a, b, c, d);\n }\n }\n }\n\n function v(x, y, z) {\n placeholder.push(x);\n placeholder.push(y);\n placeholder.push(z);\n }\n\n function f3(a, b, c) {\n addVertex(a);\n addVertex(b);\n addVertex(c);\n var nextIndex = verticesArray.length / 3;\n var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n addUV(uvs[0]);\n addUV(uvs[1]);\n addUV(uvs[2]);\n }\n\n function f4(a, b, c, d) {\n addVertex(a);\n addVertex(b);\n addVertex(d);\n addVertex(b);\n addVertex(c);\n addVertex(d);\n var nextIndex = verticesArray.length / 3;\n var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n addUV(uvs[0]);\n addUV(uvs[1]);\n addUV(uvs[3]);\n addUV(uvs[1]);\n addUV(uvs[2]);\n addUV(uvs[3]);\n }\n\n function addVertex(index) {\n verticesArray.push(placeholder[index * 3 + 0]);\n verticesArray.push(placeholder[index * 3 + 1]);\n verticesArray.push(placeholder[index * 3 + 2]);\n }\n\n function addUV(vector2) {\n uvArray.push(vector2.x);\n uvArray.push(vector2.y);\n }\n }\n}\n\nExtrudeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;\n\nExtrudeBufferGeometry.prototype.toJSON = function () {\n var data = BufferGeometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n var options = this.parameters.options;\n return toJSON(shapes, options, data);\n}; //\n\n\nvar WorldUVGenerator = {\n generateTopUV: function generateTopUV(geometry, vertices, indexA, indexB, indexC) {\n var a_x = vertices[indexA * 3];\n var a_y = vertices[indexA * 3 + 1];\n var b_x = vertices[indexB * 3];\n var b_y = vertices[indexB * 3 + 1];\n var c_x = vertices[indexC * 3];\n var c_y = vertices[indexC * 3 + 1];\n return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];\n },\n generateSideWallUV: function generateSideWallUV(geometry, vertices, indexA, indexB, indexC, indexD) {\n var a_x = vertices[indexA * 3];\n var a_y = vertices[indexA * 3 + 1];\n var a_z = vertices[indexA * 3 + 2];\n var b_x = vertices[indexB * 3];\n var b_y = vertices[indexB * 3 + 1];\n var b_z = vertices[indexB * 3 + 2];\n var c_x = vertices[indexC * 3];\n var c_y = vertices[indexC * 3 + 1];\n var c_z = vertices[indexC * 3 + 2];\n var d_x = vertices[indexD * 3];\n var d_y = vertices[indexD * 3 + 1];\n var d_z = vertices[indexD * 3 + 2];\n\n if (Math.abs(a_y - b_y) < 0.01) {\n return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];\n } else {\n return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];\n }\n }\n};\n\nfunction toJSON(shapes, options, data) {\n //\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var i = 0, l = shapes.length; i < l; i++) {\n var shape = shapes[i];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n } //\n\n\n if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();\n return data;\n}\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author alteredq / http://alteredqualia.com/\n *\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: // how far from text outline is bevel\n * }\n */\n// TextGeometry\n\n\nfunction TextGeometry(text, parameters) {\n Geometry.call(this);\n this.type = 'TextGeometry';\n this.parameters = {\n text: text,\n parameters: parameters\n };\n this.fromBufferGeometry(new TextBufferGeometry(text, parameters));\n this.mergeVertices();\n}\n\nTextGeometry.prototype = Object.create(Geometry.prototype);\nTextGeometry.prototype.constructor = TextGeometry; // TextBufferGeometry\n\nfunction TextBufferGeometry(text, parameters) {\n parameters = parameters || {};\n var font = parameters.font;\n\n if (!(font && font.isFont)) {\n console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');\n return new Geometry();\n }\n\n var shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API\n\n parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults\n\n if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;\n if (parameters.bevelSize === undefined) parameters.bevelSize = 8;\n if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;\n ExtrudeBufferGeometry.call(this, shapes, parameters);\n this.type = 'TextBufferGeometry';\n}\n\nTextBufferGeometry.prototype = Object.create(ExtrudeBufferGeometry.prototype);\nTextBufferGeometry.prototype.constructor = TextBufferGeometry;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n */\n// SphereGeometry\n\nfunction SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {\n Geometry.call(this);\n this.type = 'SphereGeometry';\n this.parameters = {\n radius: radius,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n phiStart: phiStart,\n phiLength: phiLength,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n this.fromBufferGeometry(new SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength));\n this.mergeVertices();\n}\n\nSphereGeometry.prototype = Object.create(Geometry.prototype);\nSphereGeometry.prototype.constructor = SphereGeometry; // SphereBufferGeometry\n\nfunction SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {\n BufferGeometry.call(this);\n this.type = 'SphereBufferGeometry';\n this.parameters = {\n radius: radius,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n phiStart: phiStart,\n phiLength: phiLength,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n radius = radius || 1;\n widthSegments = Math.max(3, Math.floor(widthSegments) || 8);\n heightSegments = Math.max(2, Math.floor(heightSegments) || 6);\n phiStart = phiStart !== undefined ? phiStart : 0;\n phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n var thetaEnd = thetaStart + thetaLength;\n var ix, iy;\n var index = 0;\n var grid = [];\n var vertex = new Vector3();\n var normal = new Vector3(); // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // generate vertices, normals and uvs\n\n for (iy = 0; iy <= heightSegments; iy++) {\n var verticesRow = [];\n var v = iy / heightSegments;\n\n for (ix = 0; ix <= widthSegments; ix++) {\n var u = ix / widthSegments; // vertex\n\n vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n vertex.y = radius * Math.cos(thetaStart + v * thetaLength);\n vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normal.set(vertex.x, vertex.y, vertex.z).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u, 1 - v);\n verticesRow.push(index++);\n }\n\n grid.push(verticesRow);\n } // indices\n\n\n for (iy = 0; iy < heightSegments; iy++) {\n for (ix = 0; ix < widthSegments; ix++) {\n var a = grid[iy][ix + 1];\n var b = grid[iy][ix];\n var c = grid[iy + 1][ix];\n var d = grid[iy + 1][ix + 1];\n if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);\n if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nSphereBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nSphereBufferGeometry.prototype.constructor = SphereBufferGeometry;\n/**\n * @author Kaleb Murphy\n * @author Mugen87 / https://github.com/Mugen87\n */\n// RingGeometry\n\nfunction RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {\n Geometry.call(this);\n this.type = 'RingGeometry';\n this.parameters = {\n innerRadius: innerRadius,\n outerRadius: outerRadius,\n thetaSegments: thetaSegments,\n phiSegments: phiSegments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n this.fromBufferGeometry(new RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength));\n this.mergeVertices();\n}\n\nRingGeometry.prototype = Object.create(Geometry.prototype);\nRingGeometry.prototype.constructor = RingGeometry; // RingBufferGeometry\n\nfunction RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {\n BufferGeometry.call(this);\n this.type = 'RingBufferGeometry';\n this.parameters = {\n innerRadius: innerRadius,\n outerRadius: outerRadius,\n thetaSegments: thetaSegments,\n phiSegments: phiSegments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n innerRadius = innerRadius || 0.5;\n outerRadius = outerRadius || 1;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n thetaSegments = thetaSegments !== undefined ? Math.max(3, thetaSegments) : 8;\n phiSegments = phiSegments !== undefined ? Math.max(1, phiSegments) : 1; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // some helper variables\n\n var segment;\n var radius = innerRadius;\n var radiusStep = (outerRadius - innerRadius) / phiSegments;\n var vertex = new Vector3();\n var uv = new Vector2();\n var j, i; // generate vertices, normals and uvs\n\n for (j = 0; j <= phiSegments; j++) {\n for (i = 0; i <= thetaSegments; i++) {\n // values are generate from the inside of the ring to the outside\n segment = thetaStart + i / thetaSegments * thetaLength; // vertex\n\n vertex.x = radius * Math.cos(segment);\n vertex.y = radius * Math.sin(segment);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, 0, 1); // uv\n\n uv.x = (vertex.x / outerRadius + 1) / 2;\n uv.y = (vertex.y / outerRadius + 1) / 2;\n uvs.push(uv.x, uv.y);\n } // increase the radius for next row of vertices\n\n\n radius += radiusStep;\n } // indices\n\n\n for (j = 0; j < phiSegments; j++) {\n var thetaSegmentLevel = j * (thetaSegments + 1);\n\n for (i = 0; i < thetaSegments; i++) {\n segment = i + thetaSegmentLevel;\n var a = segment;\n var b = segment + thetaSegments + 1;\n var c = segment + thetaSegments + 2;\n var d = segment + 1; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nRingBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nRingBufferGeometry.prototype.constructor = RingBufferGeometry;\n/**\n * @author zz85 / https://github.com/zz85\n * @author bhouston / http://clara.io\n * @author Mugen87 / https://github.com/Mugen87\n */\n// LatheGeometry\n\nfunction LatheGeometry(points, segments, phiStart, phiLength) {\n Geometry.call(this);\n this.type = 'LatheGeometry';\n this.parameters = {\n points: points,\n segments: segments,\n phiStart: phiStart,\n phiLength: phiLength\n };\n this.fromBufferGeometry(new LatheBufferGeometry(points, segments, phiStart, phiLength));\n this.mergeVertices();\n}\n\nLatheGeometry.prototype = Object.create(Geometry.prototype);\nLatheGeometry.prototype.constructor = LatheGeometry; // LatheBufferGeometry\n\nfunction LatheBufferGeometry(points, segments, phiStart, phiLength) {\n BufferGeometry.call(this);\n this.type = 'LatheBufferGeometry';\n this.parameters = {\n points: points,\n segments: segments,\n phiStart: phiStart,\n phiLength: phiLength\n };\n segments = Math.floor(segments) || 12;\n phiStart = phiStart || 0;\n phiLength = phiLength || Math.PI * 2; // clamp phiLength so it's in range of [ 0, 2PI ]\n\n phiLength = _Math.clamp(phiLength, 0, Math.PI * 2); // buffers\n\n var indices = [];\n var vertices = [];\n var uvs = []; // helper variables\n\n var base;\n var inverseSegments = 1.0 / segments;\n var vertex = new Vector3();\n var uv = new Vector2();\n var i, j; // generate vertices and uvs\n\n for (i = 0; i <= segments; i++) {\n var phi = phiStart + i * inverseSegments * phiLength;\n var sin = Math.sin(phi);\n var cos = Math.cos(phi);\n\n for (j = 0; j <= points.length - 1; j++) {\n // vertex\n vertex.x = points[j].x * sin;\n vertex.y = points[j].y;\n vertex.z = points[j].x * cos;\n vertices.push(vertex.x, vertex.y, vertex.z); // uv\n\n uv.x = i / segments;\n uv.y = j / (points.length - 1);\n uvs.push(uv.x, uv.y);\n }\n } // indices\n\n\n for (i = 0; i < segments; i++) {\n for (j = 0; j < points.length - 1; j++) {\n base = j + i * points.length;\n var a = base;\n var b = base + points.length;\n var c = base + points.length + 1;\n var d = base + 1; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals\n\n this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.\n // because the corresponding vertices are identical (but still have different UVs).\n\n if (phiLength === Math.PI * 2) {\n var normals = this.attributes.normal.array;\n var n1 = new Vector3();\n var n2 = new Vector3();\n var n = new Vector3(); // this is the buffer offset for the last line of vertices\n\n base = segments * points.length * 3;\n\n for (i = 0, j = 0; i < points.length; i++, j += 3) {\n // select the normal of the vertex in the first line\n n1.x = normals[j + 0];\n n1.y = normals[j + 1];\n n1.z = normals[j + 2]; // select the normal of the vertex in the last line\n\n n2.x = normals[base + j + 0];\n n2.y = normals[base + j + 1];\n n2.z = normals[base + j + 2]; // average normals\n\n n.addVectors(n1, n2).normalize(); // assign the new values to both normals\n\n normals[j + 0] = normals[base + j + 0] = n.x;\n normals[j + 1] = normals[base + j + 1] = n.y;\n normals[j + 2] = normals[base + j + 2] = n.z;\n }\n }\n}\n\nLatheBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nLatheBufferGeometry.prototype.constructor = LatheBufferGeometry;\n/**\n * @author jonobr1 / http://jonobr1.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n// ShapeGeometry\n\nfunction ShapeGeometry(shapes, curveSegments) {\n Geometry.call(this);\n this.type = 'ShapeGeometry';\n\n if (typeof curveSegments === 'object') {\n console.warn('THREE.ShapeGeometry: Options parameter has been removed.');\n curveSegments = curveSegments.curveSegments;\n }\n\n this.parameters = {\n shapes: shapes,\n curveSegments: curveSegments\n };\n this.fromBufferGeometry(new ShapeBufferGeometry(shapes, curveSegments));\n this.mergeVertices();\n}\n\nShapeGeometry.prototype = Object.create(Geometry.prototype);\nShapeGeometry.prototype.constructor = ShapeGeometry;\n\nShapeGeometry.prototype.toJSON = function () {\n var data = Geometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n return toJSON$1(shapes, data);\n}; // ShapeBufferGeometry\n\n\nfunction ShapeBufferGeometry(shapes, curveSegments) {\n BufferGeometry.call(this);\n this.type = 'ShapeBufferGeometry';\n this.parameters = {\n shapes: shapes,\n curveSegments: curveSegments\n };\n curveSegments = curveSegments || 12; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var groupStart = 0;\n var groupCount = 0; // allow single and array values for \"shapes\" parameter\n\n if (Array.isArray(shapes) === false) {\n addShape(shapes);\n } else {\n for (var i = 0; i < shapes.length; i++) {\n addShape(shapes[i]);\n this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support\n\n groupStart += groupCount;\n groupCount = 0;\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions\n\n function addShape(shape) {\n var i, l, shapeHole;\n var indexOffset = vertices.length / 3;\n var points = shape.extractPoints(curveSegments);\n var shapeVertices = points.shape;\n var shapeHoles = points.holes; // check direction of vertices\n\n if (ShapeUtils.isClockWise(shapeVertices) === false) {\n shapeVertices = shapeVertices.reverse();\n }\n\n for (i = 0, l = shapeHoles.length; i < l; i++) {\n shapeHole = shapeHoles[i];\n\n if (ShapeUtils.isClockWise(shapeHole) === true) {\n shapeHoles[i] = shapeHole.reverse();\n }\n }\n\n var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array\n\n for (i = 0, l = shapeHoles.length; i < l; i++) {\n shapeHole = shapeHoles[i];\n shapeVertices = shapeVertices.concat(shapeHole);\n } // vertices, normals, uvs\n\n\n for (i = 0, l = shapeVertices.length; i < l; i++) {\n var vertex = shapeVertices[i];\n vertices.push(vertex.x, vertex.y, 0);\n normals.push(0, 0, 1);\n uvs.push(vertex.x, vertex.y); // world uvs\n } // incides\n\n\n for (i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n var a = face[0] + indexOffset;\n var b = face[1] + indexOffset;\n var c = face[2] + indexOffset;\n indices.push(a, b, c);\n groupCount += 3;\n }\n }\n}\n\nShapeBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;\n\nShapeBufferGeometry.prototype.toJSON = function () {\n var data = BufferGeometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n return toJSON$1(shapes, data);\n}; //\n\n\nfunction toJSON$1(shapes, data) {\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var i = 0, l = shapes.length; i < l; i++) {\n var shape = shapes[i];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n }\n\n return data;\n}\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n\nfunction EdgesGeometry(geometry, thresholdAngle) {\n BufferGeometry.call(this);\n this.type = 'EdgesGeometry';\n this.parameters = {\n thresholdAngle: thresholdAngle\n };\n thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1; // buffer\n\n var vertices = []; // helper variables\n\n var thresholdDot = Math.cos(_Math.DEG2RAD * thresholdAngle);\n var edge = [0, 0],\n edges = {},\n edge1,\n edge2;\n var key,\n keys = ['a', 'b', 'c']; // prepare source geometry\n\n var geometry2;\n\n if (geometry.isBufferGeometry) {\n geometry2 = new Geometry();\n geometry2.fromBufferGeometry(geometry);\n } else {\n geometry2 = geometry.clone();\n }\n\n geometry2.mergeVertices();\n geometry2.computeFaceNormals();\n var sourceVertices = geometry2.vertices;\n var faces = geometry2.faces; // now create a data structure where each entry represents an edge with its adjoining faces\n\n for (var i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n\n for (var j = 0; j < 3; j++) {\n edge1 = face[keys[j]];\n edge2 = face[keys[(j + 1) % 3]];\n edge[0] = Math.min(edge1, edge2);\n edge[1] = Math.max(edge1, edge2);\n key = edge[0] + ',' + edge[1];\n\n if (edges[key] === undefined) {\n edges[key] = {\n index1: edge[0],\n index2: edge[1],\n face1: i,\n face2: undefined\n };\n } else {\n edges[key].face2 = i;\n }\n }\n } // generate vertices\n\n\n for (key in edges) {\n var e = edges[key]; // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.\n\n if (e.face2 === undefined || faces[e.face1].normal.dot(faces[e.face2].normal) <= thresholdDot) {\n var vertex = sourceVertices[e.index1];\n vertices.push(vertex.x, vertex.y, vertex.z);\n vertex = sourceVertices[e.index2];\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n } // build geometry\n\n\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n}\n\nEdgesGeometry.prototype = Object.create(BufferGeometry.prototype);\nEdgesGeometry.prototype.constructor = EdgesGeometry;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n// CylinderGeometry\n\nfunction CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n Geometry.call(this);\n this.type = 'CylinderGeometry';\n this.parameters = {\n radiusTop: radiusTop,\n radiusBottom: radiusBottom,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n this.fromBufferGeometry(new CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength));\n this.mergeVertices();\n}\n\nCylinderGeometry.prototype = Object.create(Geometry.prototype);\nCylinderGeometry.prototype.constructor = CylinderGeometry; // CylinderBufferGeometry\n\nfunction CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n BufferGeometry.call(this);\n this.type = 'CylinderBufferGeometry';\n this.parameters = {\n radiusTop: radiusTop,\n radiusBottom: radiusBottom,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n var scope = this;\n radiusTop = radiusTop !== undefined ? radiusTop : 1;\n radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;\n height = height || 1;\n radialSegments = Math.floor(radialSegments) || 8;\n heightSegments = Math.floor(heightSegments) || 1;\n openEnded = openEnded !== undefined ? openEnded : false;\n thetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var index = 0;\n var indexArray = [];\n var halfHeight = height / 2;\n var groupStart = 0; // generate geometry\n\n generateTorso();\n\n if (openEnded === false) {\n if (radiusTop > 0) generateCap(true);\n if (radiusBottom > 0) generateCap(false);\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n function generateTorso() {\n var x, y;\n var normal = new Vector3();\n var vertex = new Vector3();\n var groupCount = 0; // this will be used to calculate the normal\n\n var slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs\n\n for (y = 0; y <= heightSegments; y++) {\n var indexRow = [];\n var v = y / heightSegments; // calculate the radius of the current row\n\n var radius = v * (radiusBottom - radiusTop) + radiusTop;\n\n for (x = 0; x <= radialSegments; x++) {\n var u = x / radialSegments;\n var theta = u * thetaLength + thetaStart;\n var sinTheta = Math.sin(theta);\n var cosTheta = Math.cos(theta); // vertex\n\n vertex.x = radius * sinTheta;\n vertex.y = -v * height + halfHeight;\n vertex.z = radius * cosTheta;\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normal.set(sinTheta, slope, cosTheta).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u, 1 - v); // save index of vertex in respective row\n\n indexRow.push(index++);\n } // now save vertices of the row in our index array\n\n\n indexArray.push(indexRow);\n } // generate indices\n\n\n for (x = 0; x < radialSegments; x++) {\n for (y = 0; y < heightSegments; y++) {\n // we use the index array to access the correct indices\n var a = indexArray[y][x];\n var b = indexArray[y + 1][x];\n var c = indexArray[y + 1][x + 1];\n var d = indexArray[y][x + 1]; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d); // update group counter\n\n groupCount += 6;\n }\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups\n\n groupStart += groupCount;\n }\n\n function generateCap(top) {\n var x, centerIndexStart, centerIndexEnd;\n var uv = new Vector2();\n var vertex = new Vector3();\n var groupCount = 0;\n var radius = top === true ? radiusTop : radiusBottom;\n var sign = top === true ? 1 : -1; // save the index of the first center vertex\n\n centerIndexStart = index; // first we generate the center vertex data of the cap.\n // because the geometry needs one set of uvs per face,\n // we must generate a center vertex per face/segment\n\n for (x = 1; x <= radialSegments; x++) {\n // vertex\n vertices.push(0, halfHeight * sign, 0); // normal\n\n normals.push(0, sign, 0); // uv\n\n uvs.push(0.5, 0.5); // increase index\n\n index++;\n } // save the index of the last center vertex\n\n\n centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs\n\n for (x = 0; x <= radialSegments; x++) {\n var u = x / radialSegments;\n var theta = u * thetaLength + thetaStart;\n var cosTheta = Math.cos(theta);\n var sinTheta = Math.sin(theta); // vertex\n\n vertex.x = radius * sinTheta;\n vertex.y = halfHeight * sign;\n vertex.z = radius * cosTheta;\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, sign, 0); // uv\n\n uv.x = cosTheta * 0.5 + 0.5;\n uv.y = sinTheta * 0.5 * sign + 0.5;\n uvs.push(uv.x, uv.y); // increase index\n\n index++;\n } // generate indices\n\n\n for (x = 0; x < radialSegments; x++) {\n var c = centerIndexStart + x;\n var i = centerIndexEnd + x;\n\n if (top === true) {\n // face top\n indices.push(i, i + 1, c);\n } else {\n // face bottom\n indices.push(i + 1, i, c);\n }\n\n groupCount += 3;\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups\n\n groupStart += groupCount;\n }\n}\n\nCylinderBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nCylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;\n/**\n * @author abelnation / http://github.com/abelnation\n */\n// ConeGeometry\n\nfunction ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n CylinderGeometry.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n this.type = 'ConeGeometry';\n this.parameters = {\n radius: radius,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n}\n\nConeGeometry.prototype = Object.create(CylinderGeometry.prototype);\nConeGeometry.prototype.constructor = ConeGeometry; // ConeBufferGeometry\n\nfunction ConeBufferGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n CylinderBufferGeometry.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n this.type = 'ConeBufferGeometry';\n this.parameters = {\n radius: radius,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n}\n\nConeBufferGeometry.prototype = Object.create(CylinderBufferGeometry.prototype);\nConeBufferGeometry.prototype.constructor = ConeBufferGeometry;\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n * @author hughes\n */\n// CircleGeometry\n\nfunction CircleGeometry(radius, segments, thetaStart, thetaLength) {\n Geometry.call(this);\n this.type = 'CircleGeometry';\n this.parameters = {\n radius: radius,\n segments: segments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n this.fromBufferGeometry(new CircleBufferGeometry(radius, segments, thetaStart, thetaLength));\n this.mergeVertices();\n}\n\nCircleGeometry.prototype = Object.create(Geometry.prototype);\nCircleGeometry.prototype.constructor = CircleGeometry; // CircleBufferGeometry\n\nfunction CircleBufferGeometry(radius, segments, thetaStart, thetaLength) {\n BufferGeometry.call(this);\n this.type = 'CircleBufferGeometry';\n this.parameters = {\n radius: radius,\n segments: segments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n radius = radius || 1;\n segments = segments !== undefined ? Math.max(3, segments) : 8;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var i, s;\n var vertex = new Vector3();\n var uv = new Vector2(); // center point\n\n vertices.push(0, 0, 0);\n normals.push(0, 0, 1);\n uvs.push(0.5, 0.5);\n\n for (s = 0, i = 3; s <= segments; s++, i += 3) {\n var segment = thetaStart + s / segments * thetaLength; // vertex\n\n vertex.x = radius * Math.cos(segment);\n vertex.y = radius * Math.sin(segment);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, 0, 1); // uvs\n\n uv.x = (vertices[i] / radius + 1) / 2;\n uv.y = (vertices[i + 1] / radius + 1) / 2;\n uvs.push(uv.x, uv.y);\n } // indices\n\n\n for (i = 1; i <= segments; i++) {\n indices.push(i, i + 1, 0);\n } // build geometry\n\n\n this.setIndex(indices);\n this.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.addAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.addAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nCircleBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nCircleBufferGeometry.prototype.constructor = CircleBufferGeometry;\nvar Geometries = /*#__PURE__*/Object.freeze({\n WireframeGeometry: WireframeGeometry,\n ParametricGeometry: ParametricGeometry,\n ParametricBufferGeometry: ParametricBufferGeometry,\n TetrahedronGeometry: TetrahedronGeometry,\n TetrahedronBufferGeometry: TetrahedronBufferGeometry,\n OctahedronGeometry: OctahedronGeometry,\n OctahedronBufferGeometry: OctahedronBufferGeometry,\n IcosahedronGeometry: IcosahedronGeometry,\n IcosahedronBufferGeometry: IcosahedronBufferGeometry,\n DodecahedronGeometry: DodecahedronGeometry,\n DodecahedronBufferGeometry: DodecahedronBufferGeometry,\n PolyhedronGeometry: PolyhedronGeometry,\n PolyhedronBufferGeometry: PolyhedronBufferGeometry,\n TubeGeometry: TubeGeometry,\n TubeBufferGeometry: TubeBufferGeometry,\n TorusKnotGeometry: TorusKnotGeometry,\n TorusKnotBufferGeometry: TorusKnotBufferGeometry,\n TorusGeometry: TorusGeometry,\n TorusBufferGeometry: TorusBufferGeometry,\n TextGeometry: TextGeometry,\n TextBufferGeometry: TextBufferGeometry,\n SphereGeometry: SphereGeometry,\n SphereBufferGeometry: SphereBufferGeometry,\n RingGeometry: RingGeometry,\n RingBufferGeometry: RingBufferGeometry,\n PlaneGeometry: PlaneGeometry,\n PlaneBufferGeometry: PlaneBufferGeometry,\n LatheGeometry: LatheGeometry,\n LatheBufferGeometry: LatheBufferGeometry,\n ShapeGeometry: ShapeGeometry,\n ShapeBufferGeometry: ShapeBufferGeometry,\n ExtrudeGeometry: ExtrudeGeometry,\n ExtrudeBufferGeometry: ExtrudeBufferGeometry,\n EdgesGeometry: EdgesGeometry,\n ConeGeometry: ConeGeometry,\n ConeBufferGeometry: ConeBufferGeometry,\n CylinderGeometry: CylinderGeometry,\n CylinderBufferGeometry: CylinderBufferGeometry,\n CircleGeometry: CircleGeometry,\n CircleBufferGeometry: CircleBufferGeometry,\n BoxGeometry: BoxGeometry,\n BoxBufferGeometry: BoxBufferGeometry\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial(parameters) {\n Material.call(this);\n this.type = 'ShadowMaterial';\n this.color = new Color(0x000000);\n this.transparent = true;\n this.setValues(parameters);\n}\n\nShadowMaterial.prototype = Object.create(Material.prototype);\nShadowMaterial.prototype.constructor = ShadowMaterial;\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction RawShaderMaterial(parameters) {\n ShaderMaterial.call(this, parameters);\n this.type = 'RawShaderMaterial';\n}\n\nRawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial(parameters) {\n Material.call(this);\n this.defines = {\n 'STANDARD': ''\n };\n this.type = 'MeshStandardMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.roughness = 0.5;\n this.metalness = 0.5;\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.roughnessMap = null;\n this.metalnessMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.envMapIntensity = 1.0;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshStandardMaterial.prototype = Object.create(Material.prototype);\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.defines = {\n 'STANDARD': ''\n };\n this.color.copy(source.color);\n this.roughness = source.roughness;\n this.metalness = source.metalness;\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.roughnessMap = source.roughnessMap;\n this.metalnessMap = source.metalnessMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.envMapIntensity = source.envMapIntensity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * reflectivity: \n * }\n */\n\n\nfunction MeshPhysicalMaterial(parameters) {\n MeshStandardMaterial.call(this);\n this.defines = {\n 'PHYSICAL': ''\n };\n this.type = 'MeshPhysicalMaterial';\n this.reflectivity = 0.5; // maps to F0 = 0.04\n\n this.clearCoat = 0.0;\n this.clearCoatRoughness = 0.0;\n this.setValues(parameters);\n}\n\nMeshPhysicalMaterial.prototype = Object.create(MeshStandardMaterial.prototype);\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function (source) {\n MeshStandardMaterial.prototype.copy.call(this, source);\n this.defines = {\n 'PHYSICAL': ''\n };\n this.reflectivity = source.reflectivity;\n this.clearCoat = source.clearCoat;\n this.clearCoatRoughness = source.clearCoatRoughness;\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshPhongMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshPhongMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.specular = new Color(0x111111);\n this.shininess = 30;\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshPhongMaterial.prototype = Object.create(Material.prototype);\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.specular.copy(source.specular);\n this.shininess = source.shininess;\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * @author takahirox / http://github.com/takahirox\n *\n * parameters = {\n * gradientMap: new THREE.Texture( )\n * }\n */\n\n\nfunction MeshToonMaterial(parameters) {\n MeshPhongMaterial.call(this);\n this.defines = {\n 'TOON': ''\n };\n this.type = 'MeshToonMaterial';\n this.gradientMap = null;\n this.setValues(parameters);\n}\n\nMeshToonMaterial.prototype = Object.create(MeshPhongMaterial.prototype);\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function (source) {\n MeshPhongMaterial.prototype.copy.call(this, source);\n this.gradientMap = source.gradientMap;\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshNormalMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshNormalMaterial';\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false;\n this.lights = false;\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshNormalMaterial.prototype = Object.create(Material.prototype);\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshLambertMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshLambertMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshLambertMaterial.prototype = Object.create(Material.prototype);\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshMatcapMaterial(parameters) {\n Material.call(this);\n this.defines = {\n 'MATCAP': ''\n };\n this.type = 'MeshMatcapMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.matcap = null;\n this.map = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.alphaMap = null;\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.lights = false;\n this.setValues(parameters);\n}\n\nMeshMatcapMaterial.prototype = Object.create(Material.prototype);\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.defines = {\n 'MATCAP': ''\n };\n this.color.copy(source.color);\n this.matcap = source.matcap;\n this.map = source.map;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.alphaMap = source.alphaMap;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\n\nfunction LineDashedMaterial(parameters) {\n LineBasicMaterial.call(this);\n this.type = 'LineDashedMaterial';\n this.scale = 1;\n this.dashSize = 3;\n this.gapSize = 1;\n this.setValues(parameters);\n}\n\nLineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function (source) {\n LineBasicMaterial.prototype.copy.call(this, source);\n this.scale = source.scale;\n this.dashSize = source.dashSize;\n this.gapSize = source.gapSize;\n return this;\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n ShadowMaterial: ShadowMaterial,\n SpriteMaterial: SpriteMaterial,\n RawShaderMaterial: RawShaderMaterial,\n ShaderMaterial: ShaderMaterial,\n PointsMaterial: PointsMaterial,\n MeshPhysicalMaterial: MeshPhysicalMaterial,\n MeshStandardMaterial: MeshStandardMaterial,\n MeshPhongMaterial: MeshPhongMaterial,\n MeshToonMaterial: MeshToonMaterial,\n MeshNormalMaterial: MeshNormalMaterial,\n MeshLambertMaterial: MeshLambertMaterial,\n MeshDepthMaterial: MeshDepthMaterial,\n MeshDistanceMaterial: MeshDistanceMaterial,\n MeshBasicMaterial: MeshBasicMaterial,\n MeshMatcapMaterial: MeshMatcapMaterial,\n LineDashedMaterial: LineDashedMaterial,\n LineBasicMaterial: LineBasicMaterial,\n Material: Material\n});\n/**\n * @author tschw\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nvar AnimationUtils = {\n // same as Array.prototype.slice, but also works on typed arrays\n arraySlice: function arraySlice(array, from, to) {\n if (AnimationUtils.isTypedArray(array)) {\n // in ios9 array.subarray(from, undefined) will return empty array\n // but array.subarray(from) or array.subarray(from, len) is correct\n return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));\n }\n\n return array.slice(from, to);\n },\n // converts an array to a specific type\n convertArray: function convertArray(array, type, forceClone) {\n if (!array || // let 'undefined' and 'null' pass\n !forceClone && array.constructor === type) return array;\n\n if (typeof type.BYTES_PER_ELEMENT === 'number') {\n return new type(array); // create typed array\n }\n\n return Array.prototype.slice.call(array); // create Array\n },\n isTypedArray: function isTypedArray(object) {\n return ArrayBuffer.isView(object) && !(object instanceof DataView);\n },\n // returns an array by which times and values can be sorted\n getKeyframeOrder: function getKeyframeOrder(times) {\n function compareTime(i, j) {\n return times[i] - times[j];\n }\n\n var n = times.length;\n var result = new Array(n);\n\n for (var i = 0; i !== n; ++i) {\n result[i] = i;\n }\n\n result.sort(compareTime);\n return result;\n },\n // uses the array previously returned by 'getKeyframeOrder' to sort data\n sortedArray: function sortedArray(values, stride, order) {\n var nValues = values.length;\n var result = new values.constructor(nValues);\n\n for (var i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {\n var srcOffset = order[i] * stride;\n\n for (var j = 0; j !== stride; ++j) {\n result[dstOffset++] = values[srcOffset + j];\n }\n }\n\n return result;\n },\n // function for parsing AOS keyframe formats\n flattenJSON: function flattenJSON(jsonKeys, times, values, valuePropertyName) {\n var i = 1,\n key = jsonKeys[0];\n\n while (key !== undefined && key[valuePropertyName] === undefined) {\n key = jsonKeys[i++];\n }\n\n if (key === undefined) return; // no data\n\n var value = key[valuePropertyName];\n if (value === undefined) return; // no data\n\n if (Array.isArray(value)) {\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n values.push.apply(values, value); // push all elements\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n } else if (value.toArray !== undefined) {\n // ...assume THREE.Math-ish\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n value.toArray(values, values.length);\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n } else {\n // otherwise push as-is\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n values.push(value);\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n }\n }\n};\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n * @author tschw\n */\n\nfunction Interpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n this.parameterPositions = parameterPositions;\n this._cachedIndex = 0;\n this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);\n this.sampleValues = sampleValues;\n this.valueSize = sampleSize;\n}\n\nObject.assign(Interpolant.prototype, {\n evaluate: function evaluate(t) {\n var pp = this.parameterPositions,\n i1 = this._cachedIndex,\n t1 = pp[i1],\n t0 = pp[i1 - 1];\n\n validate_interval: {\n seek: {\n var right;\n\n linear_scan: {\n //- See http://jsperf.com/comparison-to-undefined/3\n //- slower code:\n //-\n //- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n forward_scan: if (!(t < t1)) {\n for (var giveUpAt = i1 + 2;;) {\n if (t1 === undefined) {\n if (t < t0) break forward_scan; // after end\n\n i1 = pp.length;\n this._cachedIndex = i1;\n return this.afterEnd_(i1 - 1, t, t0);\n }\n\n if (i1 === giveUpAt) break; // this loop\n\n t0 = t1;\n t1 = pp[++i1];\n\n if (t < t1) {\n // we have arrived at the sought interval\n break seek;\n }\n } // prepare binary search on the right side of the index\n\n\n right = pp.length;\n break linear_scan;\n } //- slower code:\n //-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\n\n if (!(t >= t0)) {\n // looping?\n var t1global = pp[1];\n\n if (t < t1global) {\n i1 = 2; // + 1, using the scan for the details\n\n t0 = t1global;\n } // linear reverse scan\n\n\n for (var giveUpAt = i1 - 2;;) {\n if (t0 === undefined) {\n // before start\n this._cachedIndex = 0;\n return this.beforeStart_(0, t, t1);\n }\n\n if (i1 === giveUpAt) break; // this loop\n\n t1 = t0;\n t0 = pp[--i1 - 1];\n\n if (t >= t0) {\n // we have arrived at the sought interval\n break seek;\n }\n } // prepare binary search on the left side of the index\n\n\n right = i1;\n i1 = 0;\n break linear_scan;\n } // the interval is valid\n\n\n break validate_interval;\n } // linear scan\n // binary search\n\n\n while (i1 < right) {\n var mid = i1 + right >>> 1;\n\n if (t < pp[mid]) {\n right = mid;\n } else {\n i1 = mid + 1;\n }\n }\n\n t1 = pp[i1];\n t0 = pp[i1 - 1]; // check boundary cases, again\n\n if (t0 === undefined) {\n this._cachedIndex = 0;\n return this.beforeStart_(0, t, t1);\n }\n\n if (t1 === undefined) {\n i1 = pp.length;\n this._cachedIndex = i1;\n return this.afterEnd_(i1 - 1, t0, t);\n }\n } // seek\n\n\n this._cachedIndex = i1;\n this.intervalChanged_(i1, t0, t1);\n } // validate_interval\n\n\n return this.interpolate_(i1, t0, t, t1);\n },\n settings: null,\n // optional, subclass-specific settings structure\n // Note: The indirection allows central control of many interpolants.\n // --- Protected interface\n DefaultSettings_: {},\n getSettings_: function getSettings_() {\n return this.settings || this.DefaultSettings_;\n },\n copySampleValue_: function copySampleValue_(index) {\n // copies a sample value to the result buffer\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n offset = index * stride;\n\n for (var i = 0; i !== stride; ++i) {\n result[i] = values[offset + i];\n }\n\n return result;\n },\n // Template methods for derived classes:\n interpolate_: function\n /* i1, t0, t, t1 */\n interpolate_() {\n throw new Error('call to abstract method'); // implementations shall return this.resultBuffer\n },\n intervalChanged_: function\n /* i1, t0, t1 */\n intervalChanged_() {// empty\n }\n}); //!\\ DECLARE ALIAS AFTER assign prototype !\n\nObject.assign(Interpolant.prototype, {\n //( 0, t, t0 ), returns this.resultBuffer\n beforeStart_: Interpolant.prototype.copySampleValue_,\n //( N-1, tN-1, t ), returns this.resultBuffer\n afterEnd_: Interpolant.prototype.copySampleValue_\n});\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n *\n * @author tschw\n */\n\nfunction CubicInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n this._weightPrev = -0;\n this._offsetPrev = -0;\n this._weightNext = -0;\n this._offsetNext = -0;\n}\n\nCubicInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: CubicInterpolant,\n DefaultSettings_: {\n endingStart: ZeroCurvatureEnding,\n endingEnd: ZeroCurvatureEnding\n },\n intervalChanged_: function intervalChanged_(i1, t0, t1) {\n var pp = this.parameterPositions,\n iPrev = i1 - 2,\n iNext = i1 + 1,\n tPrev = pp[iPrev],\n tNext = pp[iNext];\n\n if (tPrev === undefined) {\n switch (this.getSettings_().endingStart) {\n case ZeroSlopeEnding:\n // f'(t0) = 0\n iPrev = i1;\n tPrev = 2 * t0 - t1;\n break;\n\n case WrapAroundEnding:\n // use the other end of the curve\n iPrev = pp.length - 2;\n tPrev = t0 + pp[iPrev] - pp[iPrev + 1];\n break;\n\n default:\n // ZeroCurvatureEnding\n // f''(t0) = 0 a.k.a. Natural Spline\n iPrev = i1;\n tPrev = t1;\n }\n }\n\n if (tNext === undefined) {\n switch (this.getSettings_().endingEnd) {\n case ZeroSlopeEnding:\n // f'(tN) = 0\n iNext = i1;\n tNext = 2 * t1 - t0;\n break;\n\n case WrapAroundEnding:\n // use the other end of the curve\n iNext = 1;\n tNext = t1 + pp[1] - pp[0];\n break;\n\n default:\n // ZeroCurvatureEnding\n // f''(tN) = 0, a.k.a. Natural Spline\n iNext = i1 - 1;\n tNext = t0;\n }\n }\n\n var halfDt = (t1 - t0) * 0.5,\n stride = this.valueSize;\n this._weightPrev = halfDt / (t0 - tPrev);\n this._weightNext = halfDt / (tNext - t1);\n this._offsetPrev = iPrev * stride;\n this._offsetNext = iNext * stride;\n },\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n o1 = i1 * stride,\n o0 = o1 - stride,\n oP = this._offsetPrev,\n oN = this._offsetNext,\n wP = this._weightPrev,\n wN = this._weightNext,\n p = (t - t0) / (t1 - t0),\n pp = p * p,\n ppp = pp * p; // evaluate polynomials\n\n var sP = -wP * ppp + 2 * wP * pp - wP * p;\n var s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;\n var s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;\n var sN = wN * ppp - wN * pp; // combine data linearly\n\n for (var i = 0; i !== stride; ++i) {\n result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];\n }\n\n return result;\n }\n});\n/**\n * @author tschw\n */\n\nfunction LinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: LinearInterpolant,\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n offset1 = i1 * stride,\n offset0 = offset1 - stride,\n weight1 = (t - t0) / (t1 - t0),\n weight0 = 1 - weight1;\n\n for (var i = 0; i !== stride; ++i) {\n result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;\n }\n\n return result;\n }\n});\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n *\n * @author tschw\n */\n\nfunction DiscreteInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nDiscreteInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: DiscreteInterpolant,\n interpolate_: function interpolate_(i1\n /*, t0, t, t1 */\n ) {\n return this.copySampleValue_(i1 - 1);\n }\n});\n/**\n *\n * A timed sequence of keyframes for a specific property.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction KeyframeTrack(name, times, values, interpolation) {\n if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');\n if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);\n this.name = name;\n this.times = AnimationUtils.convertArray(times, this.TimeBufferType);\n this.values = AnimationUtils.convertArray(values, this.ValueBufferType);\n this.setInterpolation(interpolation || this.DefaultInterpolation);\n} // Static methods\n\n\nObject.assign(KeyframeTrack, {\n // Serialization (in static context, because of constructor invocation\n // and automatic invocation of .toJSON):\n toJSON: function toJSON(track) {\n var trackType = track.constructor;\n var json; // derived classes can define a static toJSON method\n\n if (trackType.toJSON !== undefined) {\n json = trackType.toJSON(track);\n } else {\n // by default, we assume the data can be serialized as-is\n json = {\n 'name': track.name,\n 'times': AnimationUtils.convertArray(track.times, Array),\n 'values': AnimationUtils.convertArray(track.values, Array)\n };\n var interpolation = track.getInterpolation();\n\n if (interpolation !== track.DefaultInterpolation) {\n json.interpolation = interpolation;\n }\n }\n\n json.type = track.ValueTypeName; // mandatory\n\n return json;\n }\n});\nObject.assign(KeyframeTrack.prototype, {\n constructor: KeyframeTrack,\n TimeBufferType: Float32Array,\n ValueBufferType: Float32Array,\n DefaultInterpolation: InterpolateLinear,\n InterpolantFactoryMethodDiscrete: function InterpolantFactoryMethodDiscrete(result) {\n return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {\n return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodSmooth: function InterpolantFactoryMethodSmooth(result) {\n return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n setInterpolation: function setInterpolation(interpolation) {\n var factoryMethod;\n\n switch (interpolation) {\n case InterpolateDiscrete:\n factoryMethod = this.InterpolantFactoryMethodDiscrete;\n break;\n\n case InterpolateLinear:\n factoryMethod = this.InterpolantFactoryMethodLinear;\n break;\n\n case InterpolateSmooth:\n factoryMethod = this.InterpolantFactoryMethodSmooth;\n break;\n }\n\n if (factoryMethod === undefined) {\n var message = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n\n if (this.createInterpolant === undefined) {\n // fall back to default, unless the default itself is messed up\n if (interpolation !== this.DefaultInterpolation) {\n this.setInterpolation(this.DefaultInterpolation);\n } else {\n throw new Error(message); // fatal, in this case\n }\n }\n\n console.warn('THREE.KeyframeTrack:', message);\n return this;\n }\n\n this.createInterpolant = factoryMethod;\n return this;\n },\n getInterpolation: function getInterpolation() {\n switch (this.createInterpolant) {\n case this.InterpolantFactoryMethodDiscrete:\n return InterpolateDiscrete;\n\n case this.InterpolantFactoryMethodLinear:\n return InterpolateLinear;\n\n case this.InterpolantFactoryMethodSmooth:\n return InterpolateSmooth;\n }\n },\n getValueSize: function getValueSize() {\n return this.values.length / this.times.length;\n },\n // move all keyframes either forwards or backwards in time\n shift: function shift(timeOffset) {\n if (timeOffset !== 0.0) {\n var times = this.times;\n\n for (var i = 0, n = times.length; i !== n; ++i) {\n times[i] += timeOffset;\n }\n }\n\n return this;\n },\n // scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n scale: function scale(timeScale) {\n if (timeScale !== 1.0) {\n var times = this.times;\n\n for (var i = 0, n = times.length; i !== n; ++i) {\n times[i] *= timeScale;\n }\n }\n\n return this;\n },\n // removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n trim: function trim(startTime, endTime) {\n var times = this.times,\n nKeys = times.length,\n from = 0,\n to = nKeys - 1;\n\n while (from !== nKeys && times[from] < startTime) {\n ++from;\n }\n\n while (to !== -1 && times[to] > endTime) {\n --to;\n }\n\n ++to; // inclusive -> exclusive bound\n\n if (from !== 0 || to !== nKeys) {\n // empty tracks are forbidden, so keep at least one keyframe\n if (from >= to) to = Math.max(to, 1), from = to - 1;\n var stride = this.getValueSize();\n this.times = AnimationUtils.arraySlice(times, from, to);\n this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);\n }\n\n return this;\n },\n // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n validate: function validate() {\n var valid = true;\n var valueSize = this.getValueSize();\n\n if (valueSize - Math.floor(valueSize) !== 0) {\n console.error('THREE.KeyframeTrack: Invalid value size in track.', this);\n valid = false;\n }\n\n var times = this.times,\n values = this.values,\n nKeys = times.length;\n\n if (nKeys === 0) {\n console.error('THREE.KeyframeTrack: Track is empty.', this);\n valid = false;\n }\n\n var prevTime = null;\n\n for (var i = 0; i !== nKeys; i++) {\n var currTime = times[i];\n\n if (typeof currTime === 'number' && isNaN(currTime)) {\n console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);\n valid = false;\n break;\n }\n\n if (prevTime !== null && prevTime > currTime) {\n console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);\n valid = false;\n break;\n }\n\n prevTime = currTime;\n }\n\n if (values !== undefined) {\n if (AnimationUtils.isTypedArray(values)) {\n for (var i = 0, n = values.length; i !== n; ++i) {\n var value = values[i];\n\n if (isNaN(value)) {\n console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);\n valid = false;\n break;\n }\n }\n }\n }\n\n return valid;\n },\n // removes equivalent sequential keys as common in morph target sequences\n // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n optimize: function optimize() {\n var times = this.times,\n values = this.values,\n stride = this.getValueSize(),\n smoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n writeIndex = 1,\n lastIndex = times.length - 1;\n\n for (var i = 1; i < lastIndex; ++i) {\n var keep = false;\n var time = times[i];\n var timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time\n\n if (time !== timeNext && (i !== 1 || time !== time[0])) {\n if (!smoothInterpolation) {\n // remove unnecessary keyframes same as their neighbors\n var offset = i * stride,\n offsetP = offset - stride,\n offsetN = offset + stride;\n\n for (var j = 0; j !== stride; ++j) {\n var value = values[offset + j];\n\n if (value !== values[offsetP + j] || value !== values[offsetN + j]) {\n keep = true;\n break;\n }\n }\n } else {\n keep = true;\n }\n } // in-place compaction\n\n\n if (keep) {\n if (i !== writeIndex) {\n times[writeIndex] = times[i];\n var readOffset = i * stride,\n writeOffset = writeIndex * stride;\n\n for (var j = 0; j !== stride; ++j) {\n values[writeOffset + j] = values[readOffset + j];\n }\n }\n\n ++writeIndex;\n }\n } // flush last keyframe (compaction looks ahead)\n\n\n if (lastIndex > 0) {\n times[writeIndex] = times[lastIndex];\n\n for (var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {\n values[writeOffset + j] = values[readOffset + j];\n }\n\n ++writeIndex;\n }\n\n if (writeIndex !== times.length) {\n this.times = AnimationUtils.arraySlice(times, 0, writeIndex);\n this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);\n }\n\n return this;\n }\n});\n/**\n *\n * A Track of Boolean keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction BooleanKeyframeTrack(name, times, values) {\n KeyframeTrack.call(this, name, times, values);\n}\n\nBooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: BooleanKeyframeTrack,\n ValueTypeName: 'bool',\n ValueBufferType: Array,\n DefaultInterpolation: InterpolateDiscrete,\n InterpolantFactoryMethodLinear: undefined,\n InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed\n // representation of a single value and a custom interpolant that\n // computes \"firstValue ^ isOdd( index )\".\n\n});\n/**\n *\n * A Track of keyframe values that represent color.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction ColorKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: ColorKeyframeTrack,\n ValueTypeName: 'color' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n // Note: Very basic implementation and nothing special yet.\n // However, this is the place for color space parameterization.\n\n});\n/**\n *\n * A Track of numeric keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction NumberKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nNumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: NumberKeyframeTrack,\n ValueTypeName: 'number' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n\n});\n/**\n * Spherical linear unit quaternion interpolant.\n *\n * @author tschw\n */\n\nfunction QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: QuaternionLinearInterpolant,\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n offset = i1 * stride,\n alpha = (t - t0) / (t1 - t0);\n\n for (var end = offset + stride; offset !== end; offset += 4) {\n Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);\n }\n\n return result;\n }\n});\n/**\n *\n * A Track of quaternion keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction QuaternionKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: QuaternionKeyframeTrack,\n ValueTypeName: 'quaternion',\n // ValueBufferType is inherited\n DefaultInterpolation: InterpolateLinear,\n InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {\n return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n});\n/**\n *\n * A Track that interpolates Strings\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction StringKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nStringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: StringKeyframeTrack,\n ValueTypeName: 'string',\n ValueBufferType: Array,\n DefaultInterpolation: InterpolateDiscrete,\n InterpolantFactoryMethodLinear: undefined,\n InterpolantFactoryMethodSmooth: undefined\n});\n/**\n *\n * A Track of vectored keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction VectorKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nVectorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: VectorKeyframeTrack,\n ValueTypeName: 'vector' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n\n});\n/**\n *\n * Reusable set of Tracks that represent an animation.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nfunction AnimationClip(name, duration, tracks) {\n this.name = name;\n this.tracks = tracks;\n this.duration = duration !== undefined ? duration : -1;\n this.uuid = _Math.generateUUID(); // this means it should figure out its duration by scanning the tracks\n\n if (this.duration < 0) {\n this.resetDuration();\n }\n}\n\nfunction getTrackTypeForValueTypeName(typeName) {\n switch (typeName.toLowerCase()) {\n case 'scalar':\n case 'double':\n case 'float':\n case 'number':\n case 'integer':\n return NumberKeyframeTrack;\n\n case 'vector':\n case 'vector2':\n case 'vector3':\n case 'vector4':\n return VectorKeyframeTrack;\n\n case 'color':\n return ColorKeyframeTrack;\n\n case 'quaternion':\n return QuaternionKeyframeTrack;\n\n case 'bool':\n case 'boolean':\n return BooleanKeyframeTrack;\n\n case 'string':\n return StringKeyframeTrack;\n }\n\n throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);\n}\n\nfunction parseKeyframeTrack(json) {\n if (json.type === undefined) {\n throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');\n }\n\n var trackType = getTrackTypeForValueTypeName(json.type);\n\n if (json.times === undefined) {\n var times = [],\n values = [];\n AnimationUtils.flattenJSON(json.keys, times, values, 'value');\n json.times = times;\n json.values = values;\n } // derived classes can define a static parse method\n\n\n if (trackType.parse !== undefined) {\n return trackType.parse(json);\n } else {\n // by default, we assume a constructor compatible with the base\n return new trackType(json.name, json.times, json.values, json.interpolation);\n }\n}\n\nObject.assign(AnimationClip, {\n parse: function parse(json) {\n var tracks = [],\n jsonTracks = json.tracks,\n frameTime = 1.0 / (json.fps || 1.0);\n\n for (var i = 0, n = jsonTracks.length; i !== n; ++i) {\n tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));\n }\n\n return new AnimationClip(json.name, json.duration, tracks);\n },\n toJSON: function toJSON(clip) {\n var tracks = [],\n clipTracks = clip.tracks;\n var json = {\n 'name': clip.name,\n 'duration': clip.duration,\n 'tracks': tracks,\n 'uuid': clip.uuid\n };\n\n for (var i = 0, n = clipTracks.length; i !== n; ++i) {\n tracks.push(KeyframeTrack.toJSON(clipTracks[i]));\n }\n\n return json;\n },\n CreateFromMorphTargetSequence: function CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {\n var numMorphTargets = morphTargetSequence.length;\n var tracks = [];\n\n for (var i = 0; i < numMorphTargets; i++) {\n var times = [];\n var values = [];\n times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);\n values.push(0, 1, 0);\n var order = AnimationUtils.getKeyframeOrder(times);\n times = AnimationUtils.sortedArray(times, 1, order);\n values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the\n // last frame as well for perfect loop.\n\n if (!noLoop && times[0] === 0) {\n times.push(numMorphTargets);\n values.push(values[0]);\n }\n\n tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));\n }\n\n return new AnimationClip(name, -1, tracks);\n },\n findByName: function findByName(objectOrClipArray, name) {\n var clipArray = objectOrClipArray;\n\n if (!Array.isArray(objectOrClipArray)) {\n var o = objectOrClipArray;\n clipArray = o.geometry && o.geometry.animations || o.animations;\n }\n\n for (var i = 0; i < clipArray.length; i++) {\n if (clipArray[i].name === name) {\n return clipArray[i];\n }\n }\n\n return null;\n },\n CreateClipsFromMorphTargetSequences: function CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {\n var animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences\n // such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\n var pattern = /^([\\w-]*?)([\\d]+)$/; // sort morph target names into animation groups based\n // patterns like Walk_001, Walk_002, Run_001, Run_002\n\n for (var i = 0, il = morphTargets.length; i < il; i++) {\n var morphTarget = morphTargets[i];\n var parts = morphTarget.name.match(pattern);\n\n if (parts && parts.length > 1) {\n var name = parts[1];\n var animationMorphTargets = animationToMorphTargets[name];\n\n if (!animationMorphTargets) {\n animationToMorphTargets[name] = animationMorphTargets = [];\n }\n\n animationMorphTargets.push(morphTarget);\n }\n }\n\n var clips = [];\n\n for (var name in animationToMorphTargets) {\n clips.push(AnimationClip.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));\n }\n\n return clips;\n },\n // parse the animation.hierarchy format\n parseAnimation: function parseAnimation(animation, bones) {\n if (!animation) {\n console.error('THREE.AnimationClip: No animation in JSONLoader data.');\n return null;\n }\n\n var addNonemptyTrack = function addNonemptyTrack(trackType, trackName, animationKeys, propertyName, destTracks) {\n // only return track if there are actually keys.\n if (animationKeys.length !== 0) {\n var times = [];\n var values = [];\n AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again\n\n if (times.length !== 0) {\n destTracks.push(new trackType(trackName, times, values));\n }\n }\n };\n\n var tracks = [];\n var clipName = animation.name || 'default'; // automatic length determination in AnimationClip.\n\n var duration = animation.length || -1;\n var fps = animation.fps || 30;\n var hierarchyTracks = animation.hierarchy || [];\n\n for (var h = 0; h < hierarchyTracks.length; h++) {\n var animationKeys = hierarchyTracks[h].keys; // skip empty tracks\n\n if (!animationKeys || animationKeys.length === 0) continue; // process morph targets\n\n if (animationKeys[0].morphTargets) {\n // figure out all morph targets used in this track\n var morphTargetNames = {};\n\n for (var k = 0; k < animationKeys.length; k++) {\n if (animationKeys[k].morphTargets) {\n for (var m = 0; m < animationKeys[k].morphTargets.length; m++) {\n morphTargetNames[animationKeys[k].morphTargets[m]] = -1;\n }\n }\n } // create a track for each morph target with all zero\n // morphTargetInfluences except for the keys in which\n // the morphTarget is named.\n\n\n for (var morphTargetName in morphTargetNames) {\n var times = [];\n var values = [];\n\n for (var m = 0; m !== animationKeys[k].morphTargets.length; ++m) {\n var animationKey = animationKeys[k];\n times.push(animationKey.time);\n values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);\n }\n\n tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));\n }\n\n duration = morphTargetNames.length * (fps || 1.0);\n } else {\n // ...assume skeletal animation\n var boneName = '.bones[' + bones[h].name + ']';\n addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);\n addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);\n addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);\n }\n }\n\n if (tracks.length === 0) {\n return null;\n }\n\n var clip = new AnimationClip(clipName, duration, tracks);\n return clip;\n }\n});\nObject.assign(AnimationClip.prototype, {\n resetDuration: function resetDuration() {\n var tracks = this.tracks,\n duration = 0;\n\n for (var i = 0, n = tracks.length; i !== n; ++i) {\n var track = this.tracks[i];\n duration = Math.max(duration, track.times[track.times.length - 1]);\n }\n\n this.duration = duration;\n return this;\n },\n trim: function trim() {\n for (var i = 0; i < this.tracks.length; i++) {\n this.tracks[i].trim(0, this.duration);\n }\n\n return this;\n },\n validate: function validate() {\n var valid = true;\n\n for (var i = 0; i < this.tracks.length; i++) {\n valid = valid && this.tracks[i].validate();\n }\n\n return valid;\n },\n optimize: function optimize() {\n for (var i = 0; i < this.tracks.length; i++) {\n this.tracks[i].optimize();\n }\n\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar Cache = {\n enabled: false,\n files: {},\n add: function add(key, file) {\n if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );\n\n this.files[key] = file;\n },\n get: function get(key) {\n if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );\n\n return this.files[key];\n },\n remove: function remove(key) {\n delete this.files[key];\n },\n clear: function clear() {\n this.files = {};\n }\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LoadingManager(onLoad, onProgress, onError) {\n var scope = this;\n var isLoading = false;\n var itemsLoaded = 0;\n var itemsTotal = 0;\n var urlModifier = undefined; // Refer to #5689 for the reason why we don't set .onStart\n // in the constructor\n\n this.onStart = undefined;\n this.onLoad = onLoad;\n this.onProgress = onProgress;\n this.onError = onError;\n\n this.itemStart = function (url) {\n itemsTotal++;\n\n if (isLoading === false) {\n if (scope.onStart !== undefined) {\n scope.onStart(url, itemsLoaded, itemsTotal);\n }\n }\n\n isLoading = true;\n };\n\n this.itemEnd = function (url) {\n itemsLoaded++;\n\n if (scope.onProgress !== undefined) {\n scope.onProgress(url, itemsLoaded, itemsTotal);\n }\n\n if (itemsLoaded === itemsTotal) {\n isLoading = false;\n\n if (scope.onLoad !== undefined) {\n scope.onLoad();\n }\n }\n };\n\n this.itemError = function (url) {\n if (scope.onError !== undefined) {\n scope.onError(url);\n }\n };\n\n this.resolveURL = function (url) {\n if (urlModifier) {\n return urlModifier(url);\n }\n\n return url;\n };\n\n this.setURLModifier = function (transform) {\n urlModifier = transform;\n return this;\n };\n}\n\nvar DefaultLoadingManager = new LoadingManager();\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar loading = {};\n\nfunction FileLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(FileLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n if (url === undefined) url = '';\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n } // Check if request is duplicate\n\n\n if (loading[url] !== undefined) {\n loading[url].push({\n onLoad: onLoad,\n onProgress: onProgress,\n onError: onError\n });\n return;\n } // Check for data: URI\n\n\n var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n var dataUriRegexResult = url.match(dataUriRegex); // Safari can not handle Data URIs through XMLHttpRequest so process manually\n\n if (dataUriRegexResult) {\n var mimeType = dataUriRegexResult[1];\n var isBase64 = !!dataUriRegexResult[2];\n var data = dataUriRegexResult[3];\n data = decodeURIComponent(data);\n if (isBase64) data = atob(data);\n\n try {\n var response;\n var responseType = (this.responseType || '').toLowerCase();\n\n switch (responseType) {\n case 'arraybuffer':\n case 'blob':\n var view = new Uint8Array(data.length);\n\n for (var i = 0; i < data.length; i++) {\n view[i] = data.charCodeAt(i);\n }\n\n if (responseType === 'blob') {\n response = new Blob([view.buffer], {\n type: mimeType\n });\n } else {\n response = view.buffer;\n }\n\n break;\n\n case 'document':\n var parser = new DOMParser();\n response = parser.parseFromString(data, mimeType);\n break;\n\n case 'json':\n response = JSON.parse(data);\n break;\n\n default:\n // 'text' or other\n response = data;\n break;\n } // Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\n\n setTimeout(function () {\n if (onLoad) onLoad(response);\n scope.manager.itemEnd(url);\n }, 0);\n } catch (error) {\n // Wait for next browser tick like standard XMLHttpRequest event dispatching does\n setTimeout(function () {\n if (onError) onError(error);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, 0);\n }\n } else {\n // Initialise array for duplicate requests\n loading[url] = [];\n loading[url].push({\n onLoad: onLoad,\n onProgress: onProgress,\n onError: onError\n });\n var request = new XMLHttpRequest();\n request.open('GET', url, true);\n request.addEventListener('load', function (event) {\n var response = this.response;\n Cache.add(url, response);\n var callbacks = loading[url];\n delete loading[url];\n\n if (this.status === 200 || this.status === 0) {\n // Some browsers return HTTP Status 0 when using non-http protocol\n // e.g. 'file://' or 'data://'. Handle as success.\n if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.');\n\n for (var i = 0, il = callbacks.length; i < il; i++) {\n var callback = callbacks[i];\n if (callback.onLoad) callback.onLoad(response);\n }\n\n scope.manager.itemEnd(url);\n } else {\n for (var i = 0, il = callbacks.length; i < il; i++) {\n var callback = callbacks[i];\n if (callback.onError) callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }\n }, false);\n request.addEventListener('progress', function (event) {\n var callbacks = loading[url];\n\n for (var i = 0, il = callbacks.length; i < il; i++) {\n var callback = callbacks[i];\n if (callback.onProgress) callback.onProgress(event);\n }\n }, false);\n request.addEventListener('error', function (event) {\n var callbacks = loading[url];\n delete loading[url];\n\n for (var i = 0, il = callbacks.length; i < il; i++) {\n var callback = callbacks[i];\n if (callback.onError) callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, false);\n request.addEventListener('abort', function (event) {\n var callbacks = loading[url];\n delete loading[url];\n\n for (var i = 0, il = callbacks.length; i < il; i++) {\n var callback = callbacks[i];\n if (callback.onError) callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, false);\n if (this.responseType !== undefined) request.responseType = this.responseType;\n if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials;\n if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');\n\n for (var header in this.requestHeader) {\n request.setRequestHeader(header, this.requestHeader[header]);\n }\n\n request.send(null);\n }\n\n scope.manager.itemStart(url);\n return request;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n },\n setResponseType: function setResponseType(value) {\n this.responseType = value;\n return this;\n },\n setWithCredentials: function setWithCredentials(value) {\n this.withCredentials = value;\n return this;\n },\n setMimeType: function setMimeType(value) {\n this.mimeType = value;\n return this;\n },\n setRequestHeader: function setRequestHeader(value) {\n this.requestHeader = value;\n return this;\n }\n});\n/**\n * @author bhouston / http://clara.io/\n */\n\nfunction AnimationLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(AnimationLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.load(url, function (text) {\n onLoad(scope.parse(JSON.parse(text)));\n }, onProgress, onError);\n },\n parse: function parse(json, onLoad) {\n var animations = [];\n\n for (var i = 0; i < json.length; i++) {\n var clip = AnimationClip.parse(json[i]);\n animations.push(clip);\n }\n\n onLoad(animations);\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n */\n\nfunction CompressedTextureLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager; // override in sub classes\n\n this._parser = null;\n}\n\nObject.assign(CompressedTextureLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var images = [];\n var texture = new CompressedTexture();\n texture.image = images;\n var loader = new FileLoader(this.manager);\n loader.setPath(this.path);\n loader.setResponseType('arraybuffer');\n\n function loadTexture(i) {\n loader.load(url[i], function (buffer) {\n var texDatas = scope._parser(buffer, true);\n\n images[i] = {\n width: texDatas.width,\n height: texDatas.height,\n format: texDatas.format,\n mipmaps: texDatas.mipmaps\n };\n loaded += 1;\n\n if (loaded === 6) {\n if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;\n texture.format = texDatas.format;\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }\n }, onProgress, onError);\n }\n\n if (Array.isArray(url)) {\n var loaded = 0;\n\n for (var i = 0, il = url.length; i < il; ++i) {\n loadTexture(i);\n }\n } else {\n // compressed cubemap texture stored in a single DDS file\n loader.load(url, function (buffer) {\n var texDatas = scope._parser(buffer, true);\n\n if (texDatas.isCubemap) {\n var faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n for (var f = 0; f < faces; f++) {\n images[f] = {\n mipmaps: []\n };\n\n for (var i = 0; i < texDatas.mipmapCount; i++) {\n images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);\n images[f].format = texDatas.format;\n images[f].width = texDatas.width;\n images[f].height = texDatas.height;\n }\n }\n } else {\n texture.image.width = texDatas.width;\n texture.image.height = texDatas.height;\n texture.mipmaps = texDatas.mipmaps;\n }\n\n if (texDatas.mipmapCount === 1) {\n texture.minFilter = LinearFilter;\n }\n\n texture.format = texDatas.format;\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }, onProgress, onError);\n }\n\n return texture;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author Nikos M. / https://github.com/foo123/\n *\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n */\n\nfunction DataTextureLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager; // override in sub classes\n\n this._parser = null;\n}\n\nObject.assign(DataTextureLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var texture = new DataTexture();\n var loader = new FileLoader(this.manager);\n loader.setResponseType('arraybuffer');\n loader.setPath(this.path);\n loader.load(url, function (buffer) {\n var texData = scope._parser(buffer);\n\n if (!texData) return;\n\n if (texData.image !== undefined) {\n texture.image = texData.image;\n } else if (texData.data !== undefined) {\n texture.image.width = texData.width;\n texture.image.height = texData.height;\n texture.image.data = texData.data;\n }\n\n texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;\n texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n if (texData.format !== undefined) {\n texture.format = texData.format;\n }\n\n if (texData.type !== undefined) {\n texture.type = texData.type;\n }\n\n if (texData.mipmaps !== undefined) {\n texture.mipmaps = texData.mipmaps;\n }\n\n if (texData.mipmapCount === 1) {\n texture.minFilter = LinearFilter;\n }\n\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture, texData);\n }, onProgress, onError);\n return texture;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ImageLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(ImageLoader.prototype, {\n crossOrigin: 'anonymous',\n load: function load(url, onLoad, onProgress, onError) {\n if (url === undefined) url = '';\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n }\n\n var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');\n\n function onImageLoad() {\n image.removeEventListener('load', onImageLoad, false);\n image.removeEventListener('error', onImageError, false);\n Cache.add(url, this);\n if (onLoad) onLoad(this);\n scope.manager.itemEnd(url);\n }\n\n function onImageError(event) {\n image.removeEventListener('load', onImageLoad, false);\n image.removeEventListener('error', onImageError, false);\n if (onError) onError(event);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }\n\n image.addEventListener('load', onImageLoad, false);\n image.addEventListener('error', onImageError, false);\n\n if (url.substr(0, 5) !== 'data:') {\n if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;\n }\n\n scope.manager.itemStart(url);\n image.src = url;\n return image;\n },\n setCrossOrigin: function setCrossOrigin(value) {\n this.crossOrigin = value;\n return this;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTextureLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(CubeTextureLoader.prototype, {\n crossOrigin: 'anonymous',\n load: function load(urls, onLoad, onProgress, onError) {\n var texture = new CubeTexture();\n var loader = new ImageLoader(this.manager);\n loader.setCrossOrigin(this.crossOrigin);\n loader.setPath(this.path);\n var loaded = 0;\n\n function loadTexture(i) {\n loader.load(urls[i], function (image) {\n texture.images[i] = image;\n loaded++;\n\n if (loaded === 6) {\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }\n }, undefined, onError);\n }\n\n for (var i = 0; i < urls.length; ++i) {\n loadTexture(i);\n }\n\n return texture;\n },\n setCrossOrigin: function setCrossOrigin(value) {\n this.crossOrigin = value;\n return this;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction TextureLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(TextureLoader.prototype, {\n crossOrigin: 'anonymous',\n load: function load(url, onLoad, onProgress, onError) {\n var texture = new Texture();\n var loader = new ImageLoader(this.manager);\n loader.setCrossOrigin(this.crossOrigin);\n loader.setPath(this.path);\n loader.load(url, function (image) {\n texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\n var isJPEG = url.search(/\\.jpe?g($|\\?)/i) > 0 || url.search(/^data\\:image\\/jpeg/) === 0;\n texture.format = isJPEG ? RGBFormat : RGBAFormat;\n texture.needsUpdate = true;\n\n if (onLoad !== undefined) {\n onLoad(texture);\n }\n }, onProgress, onError);\n return texture;\n },\n setCrossOrigin: function setCrossOrigin(value) {\n this.crossOrigin = value;\n return this;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Extensible curve object\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\n/**************************************************************\n *\tAbstract Curve base class\n **************************************************************/\n\nfunction Curve() {\n this.type = 'Curve';\n this.arcLengthDivisions = 200;\n}\n\nObject.assign(Curve.prototype, {\n // Virtual base class method to overwrite and implement in subclasses\n //\t- t [0 .. 1]\n getPoint: function\n /* t, optionalTarget */\n getPoint() {\n console.warn('THREE.Curve: .getPoint() not implemented.');\n return null;\n },\n // Get point at relative position in curve according to arc length\n // - u [0 .. 1]\n getPointAt: function getPointAt(u, optionalTarget) {\n var t = this.getUtoTmapping(u);\n return this.getPoint(t, optionalTarget);\n },\n // Get sequence of points using getPoint( t )\n getPoints: function getPoints(divisions) {\n if (divisions === undefined) divisions = 5;\n var points = [];\n\n for (var d = 0; d <= divisions; d++) {\n points.push(this.getPoint(d / divisions));\n }\n\n return points;\n },\n // Get sequence of points using getPointAt( u )\n getSpacedPoints: function getSpacedPoints(divisions) {\n if (divisions === undefined) divisions = 5;\n var points = [];\n\n for (var d = 0; d <= divisions; d++) {\n points.push(this.getPointAt(d / divisions));\n }\n\n return points;\n },\n // Get total curve arc length\n getLength: function getLength() {\n var lengths = this.getLengths();\n return lengths[lengths.length - 1];\n },\n // Get list of cumulative segment lengths\n getLengths: function getLengths(divisions) {\n if (divisions === undefined) divisions = this.arcLengthDivisions;\n\n if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {\n return this.cacheArcLengths;\n }\n\n this.needsUpdate = false;\n var cache = [];\n var current,\n last = this.getPoint(0);\n var p,\n sum = 0;\n cache.push(0);\n\n for (p = 1; p <= divisions; p++) {\n current = this.getPoint(p / divisions);\n sum += current.distanceTo(last);\n cache.push(sum);\n last = current;\n }\n\n this.cacheArcLengths = cache;\n return cache; // { sums: cache, sum: sum }; Sum is in the last element.\n },\n updateArcLengths: function updateArcLengths() {\n this.needsUpdate = true;\n this.getLengths();\n },\n // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n getUtoTmapping: function getUtoTmapping(u, distance) {\n var arcLengths = this.getLengths();\n var i = 0,\n il = arcLengths.length;\n var targetArcLength; // The targeted u distance value to get\n\n if (distance) {\n targetArcLength = distance;\n } else {\n targetArcLength = u * arcLengths[il - 1];\n } // binary search for the index with largest value smaller than target u distance\n\n\n var low = 0,\n high = il - 1,\n comparison;\n\n while (low <= high) {\n i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n comparison = arcLengths[i] - targetArcLength;\n\n if (comparison < 0) {\n low = i + 1;\n } else if (comparison > 0) {\n high = i - 1;\n } else {\n high = i;\n break; // DONE\n }\n }\n\n i = high;\n\n if (arcLengths[i] === targetArcLength) {\n return i / (il - 1);\n } // we could get finer grain at lengths, or use simple interpolation between two points\n\n\n var lengthBefore = arcLengths[i];\n var lengthAfter = arcLengths[i + 1];\n var segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points\n\n var segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t\n\n var t = (i + segmentFraction) / (il - 1);\n return t;\n },\n // Returns a unit vector tangent at t\n // In case any sub curve does not implement its tangent derivation,\n // 2 points a small delta apart will be used to find its gradient\n // which seems to give a reasonable approximation\n getTangent: function getTangent(t) {\n var delta = 0.0001;\n var t1 = t - delta;\n var t2 = t + delta; // Capping in case of danger\n\n if (t1 < 0) t1 = 0;\n if (t2 > 1) t2 = 1;\n var pt1 = this.getPoint(t1);\n var pt2 = this.getPoint(t2);\n var vec = pt2.clone().sub(pt1);\n return vec.normalize();\n },\n getTangentAt: function getTangentAt(u) {\n var t = this.getUtoTmapping(u);\n return this.getTangent(t);\n },\n computeFrenetFrames: function computeFrenetFrames(segments, closed) {\n // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n var normal = new Vector3();\n var tangents = [];\n var normals = [];\n var binormals = [];\n var vec = new Vector3();\n var mat = new Matrix4();\n var i, u, theta; // compute the tangent vectors for each segment on the curve\n\n for (i = 0; i <= segments; i++) {\n u = i / segments;\n tangents[i] = this.getTangentAt(u);\n tangents[i].normalize();\n } // select an initial normal vector perpendicular to the first tangent vector,\n // and in the direction of the minimum tangent xyz component\n\n\n normals[0] = new Vector3();\n binormals[0] = new Vector3();\n var min = Number.MAX_VALUE;\n var tx = Math.abs(tangents[0].x);\n var ty = Math.abs(tangents[0].y);\n var tz = Math.abs(tangents[0].z);\n\n if (tx <= min) {\n min = tx;\n normal.set(1, 0, 0);\n }\n\n if (ty <= min) {\n min = ty;\n normal.set(0, 1, 0);\n }\n\n if (tz <= min) {\n normal.set(0, 0, 1);\n }\n\n vec.crossVectors(tangents[0], normal).normalize();\n normals[0].crossVectors(tangents[0], vec);\n binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n for (i = 1; i <= segments; i++) {\n normals[i] = normals[i - 1].clone();\n binormals[i] = binormals[i - 1].clone();\n vec.crossVectors(tangents[i - 1], tangents[i]);\n\n if (vec.length() > Number.EPSILON) {\n vec.normalize();\n theta = Math.acos(_Math.clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors\n\n normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));\n }\n\n binormals[i].crossVectors(tangents[i], normals[i]);\n } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\n if (closed === true) {\n theta = Math.acos(_Math.clamp(normals[0].dot(normals[segments]), -1, 1));\n theta /= segments;\n\n if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {\n theta = -theta;\n }\n\n for (i = 1; i <= segments; i++) {\n // twist a little...\n normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));\n binormals[i].crossVectors(tangents[i], normals[i]);\n }\n }\n\n return {\n tangents: tangents,\n normals: normals,\n binormals: binormals\n };\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.arcLengthDivisions = source.arcLengthDivisions;\n return this;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'Curve',\n generator: 'Curve.toJSON'\n }\n };\n data.arcLengthDivisions = this.arcLengthDivisions;\n data.type = this.type;\n return data;\n },\n fromJSON: function fromJSON(json) {\n this.arcLengthDivisions = json.arcLengthDivisions;\n return this;\n }\n});\n\nfunction EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n Curve.call(this);\n this.type = 'EllipseCurve';\n this.aX = aX || 0;\n this.aY = aY || 0;\n this.xRadius = xRadius || 1;\n this.yRadius = yRadius || 1;\n this.aStartAngle = aStartAngle || 0;\n this.aEndAngle = aEndAngle || 2 * Math.PI;\n this.aClockwise = aClockwise || false;\n this.aRotation = aRotation || 0;\n}\n\nEllipseCurve.prototype = Object.create(Curve.prototype);\nEllipseCurve.prototype.constructor = EllipseCurve;\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var twoPi = Math.PI * 2;\n var deltaAngle = this.aEndAngle - this.aStartAngle;\n var samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI\n\n while (deltaAngle < 0) {\n deltaAngle += twoPi;\n }\n\n while (deltaAngle > twoPi) {\n deltaAngle -= twoPi;\n }\n\n if (deltaAngle < Number.EPSILON) {\n if (samePoints) {\n deltaAngle = 0;\n } else {\n deltaAngle = twoPi;\n }\n }\n\n if (this.aClockwise === true && !samePoints) {\n if (deltaAngle === twoPi) {\n deltaAngle = -twoPi;\n } else {\n deltaAngle = deltaAngle - twoPi;\n }\n }\n\n var angle = this.aStartAngle + t * deltaAngle;\n var x = this.aX + this.xRadius * Math.cos(angle);\n var y = this.aY + this.yRadius * Math.sin(angle);\n\n if (this.aRotation !== 0) {\n var cos = Math.cos(this.aRotation);\n var sin = Math.sin(this.aRotation);\n var tx = x - this.aX;\n var ty = y - this.aY; // Rotate the point about the center of the ellipse.\n\n x = tx * cos - ty * sin + this.aX;\n y = tx * sin + ty * cos + this.aY;\n }\n\n return point.set(x, y);\n};\n\nEllipseCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.aX = source.aX;\n this.aY = source.aY;\n this.xRadius = source.xRadius;\n this.yRadius = source.yRadius;\n this.aStartAngle = source.aStartAngle;\n this.aEndAngle = source.aEndAngle;\n this.aClockwise = source.aClockwise;\n this.aRotation = source.aRotation;\n return this;\n};\n\nEllipseCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.aX = this.aX;\n data.aY = this.aY;\n data.xRadius = this.xRadius;\n data.yRadius = this.yRadius;\n data.aStartAngle = this.aStartAngle;\n data.aEndAngle = this.aEndAngle;\n data.aClockwise = this.aClockwise;\n data.aRotation = this.aRotation;\n return data;\n};\n\nEllipseCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.aX = json.aX;\n this.aY = json.aY;\n this.xRadius = json.xRadius;\n this.yRadius = json.yRadius;\n this.aStartAngle = json.aStartAngle;\n this.aEndAngle = json.aEndAngle;\n this.aClockwise = json.aClockwise;\n this.aRotation = json.aRotation;\n return this;\n};\n\nfunction ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n this.type = 'ArcCurve';\n}\n\nArcCurve.prototype = Object.create(EllipseCurve.prototype);\nArcCurve.prototype.constructor = ArcCurve;\nArcCurve.prototype.isArcCurve = true;\n/**\n * @author zz85 https://github.com/zz85\n *\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n var c0 = 0,\n c1 = 0,\n c2 = 0,\n c3 = 0;\n /*\n * Compute coefficients for a cubic polynomial\n * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n * such that\n * p(0) = x0, p(1) = x1\n * and\n * p'(0) = t0, p'(1) = t1.\n */\n\n function init(x0, x1, t0, t1) {\n c0 = x0;\n c1 = t0;\n c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;\n c3 = 2 * x0 - 2 * x1 + t0 + t1;\n }\n\n return {\n initCatmullRom: function initCatmullRom(x0, x1, x2, x3, tension) {\n init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));\n },\n initNonuniformCatmullRom: function initNonuniformCatmullRom(x0, x1, x2, x3, dt0, dt1, dt2) {\n // compute tangents when parameterized in [t1,t2]\n var t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;\n var t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]\n\n t1 *= dt1;\n t2 *= dt1;\n init(x1, x2, t1, t2);\n },\n calc: function calc(t) {\n var t2 = t * t;\n var t3 = t2 * t;\n return c0 + c1 * t + c2 * t2 + c3 * t3;\n }\n };\n} //\n\n\nvar tmp = new Vector3();\nvar px = new CubicPoly(),\n py = new CubicPoly(),\n pz = new CubicPoly();\n\nfunction CatmullRomCurve3(points, closed, curveType, tension) {\n Curve.call(this);\n this.type = 'CatmullRomCurve3';\n this.points = points || [];\n this.closed = closed || false;\n this.curveType = curveType || 'centripetal';\n this.tension = tension || 0.5;\n}\n\nCatmullRomCurve3.prototype = Object.create(Curve.prototype);\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var points = this.points;\n var l = points.length;\n var p = (l - (this.closed ? 0 : 1)) * t;\n var intPoint = Math.floor(p);\n var weight = p - intPoint;\n\n if (this.closed) {\n intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;\n } else if (weight === 0 && intPoint === l - 1) {\n intPoint = l - 2;\n weight = 1;\n }\n\n var p0, p1, p2, p3; // 4 points\n\n if (this.closed || intPoint > 0) {\n p0 = points[(intPoint - 1) % l];\n } else {\n // extrapolate first point\n tmp.subVectors(points[0], points[1]).add(points[0]);\n p0 = tmp;\n }\n\n p1 = points[intPoint % l];\n p2 = points[(intPoint + 1) % l];\n\n if (this.closed || intPoint + 2 < l) {\n p3 = points[(intPoint + 2) % l];\n } else {\n // extrapolate last point\n tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);\n p3 = tmp;\n }\n\n if (this.curveType === 'centripetal' || this.curveType === 'chordal') {\n // init Centripetal / Chordal Catmull-Rom\n var pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n var dt0 = Math.pow(p0.distanceToSquared(p1), pow);\n var dt1 = Math.pow(p1.distanceToSquared(p2), pow);\n var dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points\n\n if (dt1 < 1e-4) dt1 = 1.0;\n if (dt0 < 1e-4) dt0 = dt1;\n if (dt2 < 1e-4) dt2 = dt1;\n px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);\n py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);\n pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);\n } else if (this.curveType === 'catmullrom') {\n px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);\n py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);\n pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);\n }\n\n point.set(px.calc(weight), py.calc(weight), pz.calc(weight));\n return point;\n};\n\nCatmullRomCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.points = [];\n\n for (var i = 0, l = source.points.length; i < l; i++) {\n var point = source.points[i];\n this.points.push(point.clone());\n }\n\n this.closed = source.closed;\n this.curveType = source.curveType;\n this.tension = source.tension;\n return this;\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.points = [];\n\n for (var i = 0, l = this.points.length; i < l; i++) {\n var point = this.points[i];\n data.points.push(point.toArray());\n }\n\n data.closed = this.closed;\n data.curveType = this.curveType;\n data.tension = this.tension;\n return data;\n};\n\nCatmullRomCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.points = [];\n\n for (var i = 0, l = json.points.length; i < l; i++) {\n var point = json.points[i];\n this.points.push(new Vector3().fromArray(point));\n }\n\n this.closed = json.closed;\n this.curveType = json.curveType;\n this.tension = json.tension;\n return this;\n};\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\n\nfunction CatmullRom(t, p0, p1, p2, p3) {\n var v0 = (p2 - p0) * 0.5;\n var v1 = (p3 - p1) * 0.5;\n var t2 = t * t;\n var t3 = t * t2;\n return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;\n} //\n\n\nfunction QuadraticBezierP0(t, p) {\n var k = 1 - t;\n return k * k * p;\n}\n\nfunction QuadraticBezierP1(t, p) {\n return 2 * (1 - t) * t * p;\n}\n\nfunction QuadraticBezierP2(t, p) {\n return t * t * p;\n}\n\nfunction QuadraticBezier(t, p0, p1, p2) {\n return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);\n} //\n\n\nfunction CubicBezierP0(t, p) {\n var k = 1 - t;\n return k * k * k * p;\n}\n\nfunction CubicBezierP1(t, p) {\n var k = 1 - t;\n return 3 * k * k * t * p;\n}\n\nfunction CubicBezierP2(t, p) {\n return 3 * (1 - t) * t * t * p;\n}\n\nfunction CubicBezierP3(t, p) {\n return t * t * t * p;\n}\n\nfunction CubicBezier(t, p0, p1, p2, p3) {\n return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);\n}\n\nfunction CubicBezierCurve(v0, v1, v2, v3) {\n Curve.call(this);\n this.type = 'CubicBezierCurve';\n this.v0 = v0 || new Vector2();\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n this.v3 = v3 || new Vector2();\n}\n\nCubicBezierCurve.prototype = Object.create(Curve.prototype);\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2,\n v3 = this.v3;\n point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));\n return point;\n};\n\nCubicBezierCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n this.v3.copy(source.v3);\n return this;\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n data.v3 = this.v3.toArray();\n return data;\n};\n\nCubicBezierCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n this.v3.fromArray(json.v3);\n return this;\n};\n\nfunction CubicBezierCurve3(v0, v1, v2, v3) {\n Curve.call(this);\n this.type = 'CubicBezierCurve3';\n this.v0 = v0 || new Vector3();\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n this.v3 = v3 || new Vector3();\n}\n\nCubicBezierCurve3.prototype = Object.create(Curve.prototype);\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2,\n v3 = this.v3;\n point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));\n return point;\n};\n\nCubicBezierCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n this.v3.copy(source.v3);\n return this;\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n data.v3 = this.v3.toArray();\n return data;\n};\n\nCubicBezierCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n this.v3.fromArray(json.v3);\n return this;\n};\n\nfunction LineCurve(v1, v2) {\n Curve.call(this);\n this.type = 'LineCurve';\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n}\n\nLineCurve.prototype = Object.create(Curve.prototype);\nLineCurve.prototype.constructor = LineCurve;\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n\n if (t === 1) {\n point.copy(this.v2);\n } else {\n point.copy(this.v2).sub(this.v1);\n point.multiplyScalar(t).add(this.v1);\n }\n\n return point;\n}; // Line curve is linear, so we can overwrite default getPointAt\n\n\nLineCurve.prototype.getPointAt = function (u, optionalTarget) {\n return this.getPoint(u, optionalTarget);\n};\n\nLineCurve.prototype.getTangent = function\n /* t */\n() {\n var tangent = this.v2.clone().sub(this.v1);\n return tangent.normalize();\n};\n\nLineCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nLineCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nLineCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction LineCurve3(v1, v2) {\n Curve.call(this);\n this.type = 'LineCurve3';\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n}\n\nLineCurve3.prototype = Object.create(Curve.prototype);\nLineCurve3.prototype.constructor = LineCurve3;\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n\n if (t === 1) {\n point.copy(this.v2);\n } else {\n point.copy(this.v2).sub(this.v1);\n point.multiplyScalar(t).add(this.v1);\n }\n\n return point;\n}; // Line curve is linear, so we can overwrite default getPointAt\n\n\nLineCurve3.prototype.getPointAt = function (u, optionalTarget) {\n return this.getPoint(u, optionalTarget);\n};\n\nLineCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nLineCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nLineCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction QuadraticBezierCurve(v0, v1, v2) {\n Curve.call(this);\n this.type = 'QuadraticBezierCurve';\n this.v0 = v0 || new Vector2();\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n}\n\nQuadraticBezierCurve.prototype = Object.create(Curve.prototype);\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2;\n point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));\n return point;\n};\n\nQuadraticBezierCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction QuadraticBezierCurve3(v0, v1, v2) {\n Curve.call(this);\n this.type = 'QuadraticBezierCurve3';\n this.v0 = v0 || new Vector3();\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n}\n\nQuadraticBezierCurve3.prototype = Object.create(Curve.prototype);\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2;\n point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));\n return point;\n};\n\nQuadraticBezierCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction SplineCurve(points\n/* array of Vector2 */\n) {\n Curve.call(this);\n this.type = 'SplineCurve';\n this.points = points || [];\n}\n\nSplineCurve.prototype = Object.create(Curve.prototype);\nSplineCurve.prototype.constructor = SplineCurve;\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var points = this.points;\n var p = (points.length - 1) * t;\n var intPoint = Math.floor(p);\n var weight = p - intPoint;\n var p0 = points[intPoint === 0 ? intPoint : intPoint - 1];\n var p1 = points[intPoint];\n var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];\n var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];\n point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));\n return point;\n};\n\nSplineCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.points = [];\n\n for (var i = 0, l = source.points.length; i < l; i++) {\n var point = source.points[i];\n this.points.push(point.clone());\n }\n\n return this;\n};\n\nSplineCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.points = [];\n\n for (var i = 0, l = this.points.length; i < l; i++) {\n var point = this.points[i];\n data.points.push(point.toArray());\n }\n\n return data;\n};\n\nSplineCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.points = [];\n\n for (var i = 0, l = json.points.length; i < l; i++) {\n var point = json.points[i];\n this.points.push(new Vector2().fromArray(point));\n }\n\n return this;\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n ArcCurve: ArcCurve,\n CatmullRomCurve3: CatmullRomCurve3,\n CubicBezierCurve: CubicBezierCurve,\n CubicBezierCurve3: CubicBezierCurve3,\n EllipseCurve: EllipseCurve,\n LineCurve: LineCurve,\n LineCurve3: LineCurve3,\n QuadraticBezierCurve: QuadraticBezierCurve,\n QuadraticBezierCurve3: QuadraticBezierCurve3,\n SplineCurve: SplineCurve\n});\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n **/\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n Curve.call(this);\n this.type = 'CurvePath';\n this.curves = [];\n this.autoClose = false; // Automatically closes the path\n}\n\nCurvePath.prototype = Object.assign(Object.create(Curve.prototype), {\n constructor: CurvePath,\n add: function add(curve) {\n this.curves.push(curve);\n },\n closePath: function closePath() {\n // Add a line curve if start and end of lines are not connected\n var startPoint = this.curves[0].getPoint(0);\n var endPoint = this.curves[this.curves.length - 1].getPoint(1);\n\n if (!startPoint.equals(endPoint)) {\n this.curves.push(new LineCurve(endPoint, startPoint));\n }\n },\n // To get accurate point with reference to\n // entire path distance at time t,\n // following has to be done:\n // 1. Length of each sub path have to be known\n // 2. Locate and identify type of curve\n // 3. Get t for the curve\n // 4. Return curve.getPointAt(t')\n getPoint: function getPoint(t) {\n var d = t * this.getLength();\n var curveLengths = this.getCurveLengths();\n var i = 0; // To think about boundaries points.\n\n while (i < curveLengths.length) {\n if (curveLengths[i] >= d) {\n var diff = curveLengths[i] - d;\n var curve = this.curves[i];\n var segmentLength = curve.getLength();\n var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n return curve.getPointAt(u);\n }\n\n i++;\n }\n\n return null; // loop where sum != 0, sum > d , sum+1 1 && !points[points.length - 1].equals(points[0])) {\n points.push(points[0]);\n }\n\n return points;\n },\n copy: function copy(source) {\n Curve.prototype.copy.call(this, source);\n this.curves = [];\n\n for (var i = 0, l = source.curves.length; i < l; i++) {\n var curve = source.curves[i];\n this.curves.push(curve.clone());\n }\n\n this.autoClose = source.autoClose;\n return this;\n },\n toJSON: function toJSON() {\n var data = Curve.prototype.toJSON.call(this);\n data.autoClose = this.autoClose;\n data.curves = [];\n\n for (var i = 0, l = this.curves.length; i < l; i++) {\n var curve = this.curves[i];\n data.curves.push(curve.toJSON());\n }\n\n return data;\n },\n fromJSON: function fromJSON(json) {\n Curve.prototype.fromJSON.call(this, json);\n this.autoClose = json.autoClose;\n this.curves = [];\n\n for (var i = 0, l = json.curves.length; i < l; i++) {\n var curve = json.curves[i];\n this.curves.push(new Curves[curve.type]().fromJSON(curve));\n }\n\n return this;\n }\n});\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Creates free form 2d path using series of points, lines or curves.\n **/\n\nfunction Path(points) {\n CurvePath.call(this);\n this.type = 'Path';\n this.currentPoint = new Vector2();\n\n if (points) {\n this.setFromPoints(points);\n }\n}\n\nPath.prototype = Object.assign(Object.create(CurvePath.prototype), {\n constructor: Path,\n setFromPoints: function setFromPoints(points) {\n this.moveTo(points[0].x, points[0].y);\n\n for (var i = 1, l = points.length; i < l; i++) {\n this.lineTo(points[i].x, points[i].y);\n }\n },\n moveTo: function moveTo(x, y) {\n this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?\n },\n lineTo: function lineTo(x, y) {\n var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));\n this.curves.push(curve);\n this.currentPoint.set(x, y);\n },\n quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {\n var curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));\n this.curves.push(curve);\n this.currentPoint.set(aX, aY);\n },\n bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n var curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));\n this.curves.push(curve);\n this.currentPoint.set(aX, aY);\n },\n splineThru: function splineThru(pts\n /*Array of Vector*/\n ) {\n var npts = [this.currentPoint.clone()].concat(pts);\n var curve = new SplineCurve(npts);\n this.curves.push(curve);\n this.currentPoint.copy(pts[pts.length - 1]);\n },\n arc: function arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n var x0 = this.currentPoint.x;\n var y0 = this.currentPoint.y;\n this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);\n },\n absarc: function absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n },\n ellipse: function ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n var x0 = this.currentPoint.x;\n var y0 = this.currentPoint.y;\n this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n },\n absellipse: function absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n var curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n\n if (this.curves.length > 0) {\n // if a previous curve is present, attempt to join\n var firstPoint = curve.getPoint(0);\n\n if (!firstPoint.equals(this.currentPoint)) {\n this.lineTo(firstPoint.x, firstPoint.y);\n }\n }\n\n this.curves.push(curve);\n var lastPoint = curve.getPoint(1);\n this.currentPoint.copy(lastPoint);\n },\n copy: function copy(source) {\n CurvePath.prototype.copy.call(this, source);\n this.currentPoint.copy(source.currentPoint);\n return this;\n },\n toJSON: function toJSON() {\n var data = CurvePath.prototype.toJSON.call(this);\n data.currentPoint = this.currentPoint.toArray();\n return data;\n },\n fromJSON: function fromJSON(json) {\n CurvePath.prototype.fromJSON.call(this, json);\n this.currentPoint.fromArray(json.currentPoint);\n return this;\n }\n});\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Defines a 2d shape plane using paths.\n **/\n// STEP 1 Create a path.\n// STEP 2 Turn path into shape.\n// STEP 3 ExtrudeGeometry takes in Shape/Shapes\n// STEP 3a - Extract points from each shape, turn to vertices\n// STEP 3b - Triangulate each shape, add faces.\n\nfunction Shape(points) {\n Path.call(this, points);\n this.uuid = _Math.generateUUID();\n this.type = 'Shape';\n this.holes = [];\n}\n\nShape.prototype = Object.assign(Object.create(Path.prototype), {\n constructor: Shape,\n getPointsHoles: function getPointsHoles(divisions) {\n var holesPts = [];\n\n for (var i = 0, l = this.holes.length; i < l; i++) {\n holesPts[i] = this.holes[i].getPoints(divisions);\n }\n\n return holesPts;\n },\n // get points of shape and holes (keypoints based on segments parameter)\n extractPoints: function extractPoints(divisions) {\n return {\n shape: this.getPoints(divisions),\n holes: this.getPointsHoles(divisions)\n };\n },\n copy: function copy(source) {\n Path.prototype.copy.call(this, source);\n this.holes = [];\n\n for (var i = 0, l = source.holes.length; i < l; i++) {\n var hole = source.holes[i];\n this.holes.push(hole.clone());\n }\n\n return this;\n },\n toJSON: function toJSON() {\n var data = Path.prototype.toJSON.call(this);\n data.uuid = this.uuid;\n data.holes = [];\n\n for (var i = 0, l = this.holes.length; i < l; i++) {\n var hole = this.holes[i];\n data.holes.push(hole.toJSON());\n }\n\n return data;\n },\n fromJSON: function fromJSON(json) {\n Path.prototype.fromJSON.call(this, json);\n this.uuid = json.uuid;\n this.holes = [];\n\n for (var i = 0, l = json.holes.length; i < l; i++) {\n var hole = json.holes[i];\n this.holes.push(new Path().fromJSON(hole));\n }\n\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Light(color, intensity) {\n Object3D.call(this);\n this.type = 'Light';\n this.color = new Color(color);\n this.intensity = intensity !== undefined ? intensity : 1;\n this.receiveShadow = undefined;\n}\n\nLight.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Light,\n isLight: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.intensity = source.intensity;\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.color = this.color.getHex();\n data.object.intensity = this.intensity;\n if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();\n if (this.distance !== undefined) data.object.distance = this.distance;\n if (this.angle !== undefined) data.object.angle = this.angle;\n if (this.decay !== undefined) data.object.decay = this.decay;\n if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;\n if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();\n return data;\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction HemisphereLight(skyColor, groundColor, intensity) {\n Light.call(this, skyColor, intensity);\n this.type = 'HemisphereLight';\n this.castShadow = undefined;\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.groundColor = new Color(groundColor);\n}\n\nHemisphereLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: HemisphereLight,\n isHemisphereLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.groundColor.copy(source.groundColor);\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LightShadow(camera) {\n this.camera = camera;\n this.bias = 0;\n this.radius = 1;\n this.mapSize = new Vector2(512, 512);\n this.map = null;\n this.matrix = new Matrix4();\n}\n\nObject.assign(LightShadow.prototype, {\n copy: function copy(source) {\n this.camera = source.camera.clone();\n this.bias = source.bias;\n this.radius = source.radius;\n this.mapSize.copy(source.mapSize);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n toJSON: function toJSON() {\n var object = {};\n if (this.bias !== 0) object.bias = this.bias;\n if (this.radius !== 1) object.radius = this.radius;\n if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();\n object.camera = this.camera.toJSON(false).object;\n delete object.camera.matrix;\n return object;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction SpotLightShadow() {\n LightShadow.call(this, new PerspectiveCamera(50, 1, 0.5, 500));\n}\n\nSpotLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {\n constructor: SpotLightShadow,\n isSpotLightShadow: true,\n update: function update(light) {\n var camera = this.camera;\n var fov = _Math.RAD2DEG * 2 * light.angle;\n var aspect = this.mapSize.width / this.mapSize.height;\n var far = light.distance || camera.far;\n\n if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {\n camera.fov = fov;\n camera.aspect = aspect;\n camera.far = far;\n camera.updateProjectionMatrix();\n }\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction SpotLight(color, intensity, distance, angle, penumbra, decay) {\n Light.call(this, color, intensity);\n this.type = 'SpotLight';\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.target = new Object3D();\n Object.defineProperty(this, 'power', {\n get: function get() {\n // intensity = power per solid angle.\n // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n return this.intensity * Math.PI;\n },\n set: function set(power) {\n // intensity = power per solid angle.\n // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n this.intensity = power / Math.PI;\n }\n });\n this.distance = distance !== undefined ? distance : 0;\n this.angle = angle !== undefined ? angle : Math.PI / 3;\n this.penumbra = penumbra !== undefined ? penumbra : 0;\n this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.\n\n this.shadow = new SpotLightShadow();\n}\n\nSpotLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: SpotLight,\n isSpotLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.distance = source.distance;\n this.angle = source.angle;\n this.penumbra = source.penumbra;\n this.decay = source.decay;\n this.target = source.target.clone();\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PointLight(color, intensity, distance, decay) {\n Light.call(this, color, intensity);\n this.type = 'PointLight';\n Object.defineProperty(this, 'power', {\n get: function get() {\n // intensity = power per solid angle.\n // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n return this.intensity * 4 * Math.PI;\n },\n set: function set(power) {\n // intensity = power per solid angle.\n // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n this.intensity = power / (4 * Math.PI);\n }\n });\n this.distance = distance !== undefined ? distance : 0;\n this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.\n\n this.shadow = new LightShadow(new PerspectiveCamera(90, 1, 0.5, 500));\n}\n\nPointLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: PointLight,\n isPointLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.distance = source.distance;\n this.decay = source.decay;\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author arose / http://github.com/arose\n */\n\nfunction OrthographicCamera(left, right, top, bottom, near, far) {\n Camera.call(this);\n this.type = 'OrthographicCamera';\n this.zoom = 1;\n this.view = null;\n this.left = left !== undefined ? left : -1;\n this.right = right !== undefined ? right : 1;\n this.top = top !== undefined ? top : 1;\n this.bottom = bottom !== undefined ? bottom : -1;\n this.near = near !== undefined ? near : 0.1;\n this.far = far !== undefined ? far : 2000;\n this.updateProjectionMatrix();\n}\n\nOrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), {\n constructor: OrthographicCamera,\n isOrthographicCamera: true,\n copy: function copy(source, recursive) {\n Camera.prototype.copy.call(this, source, recursive);\n this.left = source.left;\n this.right = source.right;\n this.top = source.top;\n this.bottom = source.bottom;\n this.near = source.near;\n this.far = source.far;\n this.zoom = source.zoom;\n this.view = source.view === null ? null : Object.assign({}, source.view);\n return this;\n },\n setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n if (this.view === null) {\n this.view = {\n enabled: true,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n };\n }\n\n this.view.enabled = true;\n this.view.fullWidth = fullWidth;\n this.view.fullHeight = fullHeight;\n this.view.offsetX = x;\n this.view.offsetY = y;\n this.view.width = width;\n this.view.height = height;\n this.updateProjectionMatrix();\n },\n clearViewOffset: function clearViewOffset() {\n if (this.view !== null) {\n this.view.enabled = false;\n }\n\n this.updateProjectionMatrix();\n },\n updateProjectionMatrix: function updateProjectionMatrix() {\n var dx = (this.right - this.left) / (2 * this.zoom);\n var dy = (this.top - this.bottom) / (2 * this.zoom);\n var cx = (this.right + this.left) / 2;\n var cy = (this.top + this.bottom) / 2;\n var left = cx - dx;\n var right = cx + dx;\n var top = cy + dy;\n var bottom = cy - dy;\n\n if (this.view !== null && this.view.enabled) {\n var zoomW = this.zoom / (this.view.width / this.view.fullWidth);\n var zoomH = this.zoom / (this.view.height / this.view.fullHeight);\n var scaleW = (this.right - this.left) / this.view.width;\n var scaleH = (this.top - this.bottom) / this.view.height;\n left += scaleW * (this.view.offsetX / zoomW);\n right = left + scaleW * (this.view.width / zoomW);\n top -= scaleH * (this.view.offsetY / zoomH);\n bottom = top - scaleH * (this.view.height / zoomH);\n }\n\n this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);\n this.projectionMatrixInverse.getInverse(this.projectionMatrix);\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.zoom = this.zoom;\n data.object.left = this.left;\n data.object.right = this.right;\n data.object.top = this.top;\n data.object.bottom = this.bottom;\n data.object.near = this.near;\n data.object.far = this.far;\n if (this.view !== null) data.object.view = Object.assign({}, this.view);\n return data;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectionalLightShadow() {\n LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));\n}\n\nDirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {\n constructor: DirectionalLightShadow\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DirectionalLight(color, intensity) {\n Light.call(this, color, intensity);\n this.type = 'DirectionalLight';\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.target = new Object3D();\n this.shadow = new DirectionalLightShadow();\n}\n\nDirectionalLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: DirectionalLight,\n isDirectionalLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.target = source.target.clone();\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AmbientLight(color, intensity) {\n Light.call(this, color, intensity);\n this.type = 'AmbientLight';\n this.castShadow = undefined;\n}\n\nAmbientLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: AmbientLight,\n isAmbientLight: true\n});\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\nfunction RectAreaLight(color, intensity, width, height) {\n Light.call(this, color, intensity);\n this.type = 'RectAreaLight';\n this.width = width !== undefined ? width : 10;\n this.height = height !== undefined ? height : 10;\n}\n\nRectAreaLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: RectAreaLight,\n isRectAreaLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.width = source.width;\n this.height = source.height;\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Light.prototype.toJSON.call(this, meta);\n data.object.width = this.width;\n data.object.height = this.height;\n return data;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction MaterialLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n this.textures = {};\n}\n\nObject.assign(MaterialLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.load(url, function (text) {\n onLoad(scope.parse(JSON.parse(text)));\n }, onProgress, onError);\n },\n parse: function parse(json) {\n var textures = this.textures;\n\n function getTexture(name) {\n if (textures[name] === undefined) {\n console.warn('THREE.MaterialLoader: Undefined texture', name);\n }\n\n return textures[name];\n }\n\n var material = new Materials[json.type]();\n if (json.uuid !== undefined) material.uuid = json.uuid;\n if (json.name !== undefined) material.name = json.name;\n if (json.color !== undefined) material.color.setHex(json.color);\n if (json.roughness !== undefined) material.roughness = json.roughness;\n if (json.metalness !== undefined) material.metalness = json.metalness;\n if (json.emissive !== undefined) material.emissive.setHex(json.emissive);\n if (json.specular !== undefined) material.specular.setHex(json.specular);\n if (json.shininess !== undefined) material.shininess = json.shininess;\n if (json.clearCoat !== undefined) material.clearCoat = json.clearCoat;\n if (json.clearCoatRoughness !== undefined) material.clearCoatRoughness = json.clearCoatRoughness;\n if (json.vertexColors !== undefined) material.vertexColors = json.vertexColors;\n if (json.fog !== undefined) material.fog = json.fog;\n if (json.flatShading !== undefined) material.flatShading = json.flatShading;\n if (json.blending !== undefined) material.blending = json.blending;\n if (json.combine !== undefined) material.combine = json.combine;\n if (json.side !== undefined) material.side = json.side;\n if (json.opacity !== undefined) material.opacity = json.opacity;\n if (json.transparent !== undefined) material.transparent = json.transparent;\n if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;\n if (json.depthTest !== undefined) material.depthTest = json.depthTest;\n if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;\n if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;\n if (json.wireframe !== undefined) material.wireframe = json.wireframe;\n if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;\n if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;\n if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;\n if (json.rotation !== undefined) material.rotation = json.rotation;\n if (json.linewidth !== 1) material.linewidth = json.linewidth;\n if (json.dashSize !== undefined) material.dashSize = json.dashSize;\n if (json.gapSize !== undefined) material.gapSize = json.gapSize;\n if (json.scale !== undefined) material.scale = json.scale;\n if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;\n if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;\n if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;\n if (json.skinning !== undefined) material.skinning = json.skinning;\n if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets;\n if (json.dithering !== undefined) material.dithering = json.dithering;\n if (json.visible !== undefined) material.visible = json.visible;\n if (json.userData !== undefined) material.userData = json.userData; // Shader Material\n\n if (json.uniforms !== undefined) {\n for (var name in json.uniforms) {\n var uniform = json.uniforms[name];\n material.uniforms[name] = {};\n\n switch (uniform.type) {\n case 't':\n material.uniforms[name].value = getTexture(uniform.value);\n break;\n\n case 'c':\n material.uniforms[name].value = new Color().setHex(uniform.value);\n break;\n\n case 'v2':\n material.uniforms[name].value = new Vector2().fromArray(uniform.value);\n break;\n\n case 'v3':\n material.uniforms[name].value = new Vector3().fromArray(uniform.value);\n break;\n\n case 'v4':\n material.uniforms[name].value = new Vector4().fromArray(uniform.value);\n break;\n\n case 'm4':\n material.uniforms[name].value = new Matrix4().fromArray(uniform.value);\n break;\n\n default:\n material.uniforms[name].value = uniform.value;\n }\n }\n }\n\n if (json.defines !== undefined) material.defines = json.defines;\n if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;\n if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;\n\n if (json.extensions !== undefined) {\n for (var key in json.extensions) {\n material.extensions[key] = json.extensions[key];\n }\n } // Deprecated\n\n\n if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading\n // for PointsMaterial\n\n if (json.size !== undefined) material.size = json.size;\n if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps\n\n if (json.map !== undefined) material.map = getTexture(json.map);\n\n if (json.alphaMap !== undefined) {\n material.alphaMap = getTexture(json.alphaMap);\n material.transparent = true;\n }\n\n if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);\n if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;\n if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);\n if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;\n\n if (json.normalScale !== undefined) {\n var normalScale = json.normalScale;\n\n if (Array.isArray(normalScale) === false) {\n // Blender exporter used to export a scalar. See #7459\n normalScale = [normalScale, normalScale];\n }\n\n material.normalScale = new Vector2().fromArray(normalScale);\n }\n\n if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);\n if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;\n if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;\n if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);\n if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);\n if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);\n if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;\n if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);\n if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);\n if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;\n if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;\n if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);\n if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;\n if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);\n if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;\n if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);\n return material;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n },\n setTextures: function setTextures(value) {\n this.textures = value;\n return this;\n }\n});\n/**\n * @author Don McCurdy / https://www.donmccurdy.com\n */\n\nvar LoaderUtils = {\n decodeText: function decodeText(array) {\n if (typeof TextDecoder !== 'undefined') {\n return new TextDecoder().decode(array);\n } // Avoid the String.fromCharCode.apply(null, array) shortcut, which\n // throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\n var s = '';\n\n for (var i = 0, il = array.length; i < il; i++) {\n // Implicitly assumes little-endian.\n s += String.fromCharCode(array[i]);\n } // Merges multi-byte utf-8 characters.\n\n\n return decodeURIComponent(escape(s));\n },\n extractUrlBase: function extractUrlBase(url) {\n var index = url.lastIndexOf('/');\n if (index === -1) return './';\n return url.substr(0, index + 1);\n }\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferGeometryLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(BufferGeometryLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.load(url, function (text) {\n onLoad(scope.parse(JSON.parse(text)));\n }, onProgress, onError);\n },\n parse: function parse(json) {\n var geometry = new BufferGeometry();\n var index = json.data.index;\n\n if (index !== undefined) {\n var typedArray = new TYPED_ARRAYS[index.type](index.array);\n geometry.setIndex(new BufferAttribute(typedArray, 1));\n }\n\n var attributes = json.data.attributes;\n\n for (var key in attributes) {\n var attribute = attributes[key];\n var typedArray = new TYPED_ARRAYS[attribute.type](attribute.array);\n geometry.addAttribute(key, new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized));\n }\n\n var groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n if (groups !== undefined) {\n for (var i = 0, n = groups.length; i !== n; ++i) {\n var group = groups[i];\n geometry.addGroup(group.start, group.count, group.materialIndex);\n }\n }\n\n var boundingSphere = json.data.boundingSphere;\n\n if (boundingSphere !== undefined) {\n var center = new Vector3();\n\n if (boundingSphere.center !== undefined) {\n center.fromArray(boundingSphere.center);\n }\n\n geometry.boundingSphere = new Sphere(center, boundingSphere.radius);\n }\n\n if (json.name) geometry.name = json.name;\n if (json.userData) geometry.userData = json.userData;\n return geometry;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\nvar TYPED_ARRAYS = {\n Int8Array: Int8Array,\n Uint8Array: Uint8Array,\n // Workaround for IE11 pre KB2929437. See #11440\n Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n Int16Array: Int16Array,\n Uint16Array: Uint16Array,\n Int32Array: Int32Array,\n Uint32Array: Uint32Array,\n Float32Array: Float32Array,\n Float64Array: Float64Array\n};\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ObjectLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n this.resourcePath = '';\n}\n\nObject.assign(ObjectLoader.prototype, {\n crossOrigin: 'anonymous',\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var path = this.path === undefined ? LoaderUtils.extractUrlBase(url) : this.path;\n this.resourcePath = this.resourcePath || path;\n var loader = new FileLoader(scope.manager);\n loader.setPath(this.path);\n loader.load(url, function (text) {\n var json = null;\n\n try {\n json = JSON.parse(text);\n } catch (error) {\n if (onError !== undefined) onError(error);\n console.error('THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message);\n return;\n }\n\n var metadata = json.metadata;\n\n if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {\n console.error('THREE.ObjectLoader: Can\\'t load ' + url);\n return;\n }\n\n scope.parse(json, onLoad);\n }, onProgress, onError);\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n },\n setResourcePath: function setResourcePath(value) {\n this.resourcePath = value;\n return this;\n },\n setCrossOrigin: function setCrossOrigin(value) {\n this.crossOrigin = value;\n return this;\n },\n parse: function parse(json, onLoad) {\n var shapes = this.parseShape(json.shapes);\n var geometries = this.parseGeometries(json.geometries, shapes);\n var images = this.parseImages(json.images, function () {\n if (onLoad !== undefined) onLoad(object);\n });\n var textures = this.parseTextures(json.textures, images);\n var materials = this.parseMaterials(json.materials, textures);\n var object = this.parseObject(json.object, geometries, materials);\n\n if (json.animations) {\n object.animations = this.parseAnimations(json.animations);\n }\n\n if (json.images === undefined || json.images.length === 0) {\n if (onLoad !== undefined) onLoad(object);\n }\n\n return object;\n },\n parseShape: function parseShape(json) {\n var shapes = {};\n\n if (json !== undefined) {\n for (var i = 0, l = json.length; i < l; i++) {\n var shape = new Shape().fromJSON(json[i]);\n shapes[shape.uuid] = shape;\n }\n }\n\n return shapes;\n },\n parseGeometries: function parseGeometries(json, shapes) {\n var geometries = {};\n\n if (json !== undefined) {\n var bufferGeometryLoader = new BufferGeometryLoader();\n\n for (var i = 0, l = json.length; i < l; i++) {\n var geometry;\n var data = json[i];\n\n switch (data.type) {\n case 'PlaneGeometry':\n case 'PlaneBufferGeometry':\n geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments);\n break;\n\n case 'BoxGeometry':\n case 'BoxBufferGeometry':\n case 'CubeGeometry':\n // backwards compatible\n geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);\n break;\n\n case 'CircleGeometry':\n case 'CircleBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength);\n break;\n\n case 'CylinderGeometry':\n case 'CylinderBufferGeometry':\n geometry = new Geometries[data.type](data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n break;\n\n case 'ConeGeometry':\n case 'ConeBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n break;\n\n case 'SphereGeometry':\n case 'SphereBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);\n break;\n\n case 'DodecahedronGeometry':\n case 'DodecahedronBufferGeometry':\n case 'IcosahedronGeometry':\n case 'IcosahedronBufferGeometry':\n case 'OctahedronGeometry':\n case 'OctahedronBufferGeometry':\n case 'TetrahedronGeometry':\n case 'TetrahedronBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.detail);\n break;\n\n case 'RingGeometry':\n case 'RingBufferGeometry':\n geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);\n break;\n\n case 'TorusGeometry':\n case 'TorusBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);\n break;\n\n case 'TorusKnotGeometry':\n case 'TorusKnotBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);\n break;\n\n case 'LatheGeometry':\n case 'LatheBufferGeometry':\n geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength);\n break;\n\n case 'PolyhedronGeometry':\n case 'PolyhedronBufferGeometry':\n geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details);\n break;\n\n case 'ShapeGeometry':\n case 'ShapeBufferGeometry':\n var geometryShapes = [];\n\n for (var j = 0, jl = data.shapes.length; j < jl; j++) {\n var shape = shapes[data.shapes[j]];\n geometryShapes.push(shape);\n }\n\n geometry = new Geometries[data.type](geometryShapes, data.curveSegments);\n break;\n\n case 'ExtrudeGeometry':\n case 'ExtrudeBufferGeometry':\n var geometryShapes = [];\n\n for (var j = 0, jl = data.shapes.length; j < jl; j++) {\n var shape = shapes[data.shapes[j]];\n geometryShapes.push(shape);\n }\n\n var extrudePath = data.options.extrudePath;\n\n if (extrudePath !== undefined) {\n data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);\n }\n\n geometry = new Geometries[data.type](geometryShapes, data.options);\n break;\n\n case 'BufferGeometry':\n geometry = bufferGeometryLoader.parse(data);\n break;\n\n case 'Geometry':\n if ('THREE' in window && 'LegacyJSONLoader' in THREE) {\n var geometryLoader = new THREE.LegacyJSONLoader();\n geometry = geometryLoader.parse(data, this.resourcePath).geometry;\n } else {\n console.error('THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type \"Geometry\".');\n }\n\n break;\n\n default:\n console.warn('THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"');\n continue;\n }\n\n geometry.uuid = data.uuid;\n if (data.name !== undefined) geometry.name = data.name;\n if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;\n geometries[data.uuid] = geometry;\n }\n }\n\n return geometries;\n },\n parseMaterials: function parseMaterials(json, textures) {\n var cache = {}; // MultiMaterial\n\n var materials = {};\n\n if (json !== undefined) {\n var loader = new MaterialLoader();\n loader.setTextures(textures);\n\n for (var i = 0, l = json.length; i < l; i++) {\n var data = json[i];\n\n if (data.type === 'MultiMaterial') {\n // Deprecated\n var array = [];\n\n for (var j = 0; j < data.materials.length; j++) {\n var material = data.materials[j];\n\n if (cache[material.uuid] === undefined) {\n cache[material.uuid] = loader.parse(material);\n }\n\n array.push(cache[material.uuid]);\n }\n\n materials[data.uuid] = array;\n } else {\n materials[data.uuid] = loader.parse(data);\n cache[data.uuid] = materials[data.uuid];\n }\n }\n }\n\n return materials;\n },\n parseAnimations: function parseAnimations(json) {\n var animations = [];\n\n for (var i = 0; i < json.length; i++) {\n var data = json[i];\n var clip = AnimationClip.parse(data);\n if (data.uuid !== undefined) clip.uuid = data.uuid;\n animations.push(clip);\n }\n\n return animations;\n },\n parseImages: function parseImages(json, onLoad) {\n var scope = this;\n var images = {};\n\n function loadImage(url) {\n scope.manager.itemStart(url);\n return loader.load(url, function () {\n scope.manager.itemEnd(url);\n }, undefined, function () {\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n });\n }\n\n if (json !== undefined && json.length > 0) {\n var manager = new LoadingManager(onLoad);\n var loader = new ImageLoader(manager);\n loader.setCrossOrigin(this.crossOrigin);\n\n for (var i = 0, il = json.length; i < il; i++) {\n var image = json[i];\n var url = image.url;\n\n if (Array.isArray(url)) {\n // load array of images e.g CubeTexture\n images[image.uuid] = [];\n\n for (var j = 0, jl = url.length; j < jl; j++) {\n var currentUrl = url[j];\n var path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(currentUrl) ? currentUrl : scope.resourcePath + currentUrl;\n images[image.uuid].push(loadImage(path));\n }\n } else {\n // load single image\n var path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(image.url) ? image.url : scope.resourcePath + image.url;\n images[image.uuid] = loadImage(path);\n }\n }\n }\n\n return images;\n },\n parseTextures: function parseTextures(json, images) {\n function parseConstant(value, type) {\n if (typeof value === 'number') return value;\n console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);\n return type[value];\n }\n\n var textures = {};\n\n if (json !== undefined) {\n for (var i = 0, l = json.length; i < l; i++) {\n var data = json[i];\n\n if (data.image === undefined) {\n console.warn('THREE.ObjectLoader: No \"image\" specified for', data.uuid);\n }\n\n if (images[data.image] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined image', data.image);\n }\n\n var texture;\n\n if (Array.isArray(images[data.image])) {\n texture = new CubeTexture(images[data.image]);\n } else {\n texture = new Texture(images[data.image]);\n }\n\n texture.needsUpdate = true;\n texture.uuid = data.uuid;\n if (data.name !== undefined) texture.name = data.name;\n if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);\n if (data.offset !== undefined) texture.offset.fromArray(data.offset);\n if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);\n if (data.center !== undefined) texture.center.fromArray(data.center);\n if (data.rotation !== undefined) texture.rotation = data.rotation;\n\n if (data.wrap !== undefined) {\n texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);\n texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);\n }\n\n if (data.format !== undefined) texture.format = data.format;\n if (data.type !== undefined) texture.type = data.type;\n if (data.encoding !== undefined) texture.encoding = data.encoding;\n if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);\n if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);\n if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;\n if (data.flipY !== undefined) texture.flipY = data.flipY;\n if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;\n if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;\n textures[data.uuid] = texture;\n }\n }\n\n return textures;\n },\n parseObject: function parseObject(data, geometries, materials) {\n var object;\n\n function getGeometry(name) {\n if (geometries[name] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined geometry', name);\n }\n\n return geometries[name];\n }\n\n function getMaterial(name) {\n if (name === undefined) return undefined;\n\n if (Array.isArray(name)) {\n var array = [];\n\n for (var i = 0, l = name.length; i < l; i++) {\n var uuid = name[i];\n\n if (materials[uuid] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined material', uuid);\n }\n\n array.push(materials[uuid]);\n }\n\n return array;\n }\n\n if (materials[name] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined material', name);\n }\n\n return materials[name];\n }\n\n switch (data.type) {\n case 'Scene':\n object = new Scene();\n\n if (data.background !== undefined) {\n if (Number.isInteger(data.background)) {\n object.background = new Color(data.background);\n }\n }\n\n if (data.fog !== undefined) {\n if (data.fog.type === 'Fog') {\n object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);\n } else if (data.fog.type === 'FogExp2') {\n object.fog = new FogExp2(data.fog.color, data.fog.density);\n }\n }\n\n break;\n\n case 'PerspectiveCamera':\n object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);\n if (data.focus !== undefined) object.focus = data.focus;\n if (data.zoom !== undefined) object.zoom = data.zoom;\n if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;\n if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;\n if (data.view !== undefined) object.view = Object.assign({}, data.view);\n break;\n\n case 'OrthographicCamera':\n object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);\n if (data.zoom !== undefined) object.zoom = data.zoom;\n if (data.view !== undefined) object.view = Object.assign({}, data.view);\n break;\n\n case 'AmbientLight':\n object = new AmbientLight(data.color, data.intensity);\n break;\n\n case 'DirectionalLight':\n object = new DirectionalLight(data.color, data.intensity);\n break;\n\n case 'PointLight':\n object = new PointLight(data.color, data.intensity, data.distance, data.decay);\n break;\n\n case 'RectAreaLight':\n object = new RectAreaLight(data.color, data.intensity, data.width, data.height);\n break;\n\n case 'SpotLight':\n object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);\n break;\n\n case 'HemisphereLight':\n object = new HemisphereLight(data.color, data.groundColor, data.intensity);\n break;\n\n case 'SkinnedMesh':\n console.warn('THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.');\n\n case 'Mesh':\n var geometry = getGeometry(data.geometry);\n var material = getMaterial(data.material);\n\n if (geometry.bones && geometry.bones.length > 0) {\n object = new SkinnedMesh(geometry, material);\n } else {\n object = new Mesh(geometry, material);\n }\n\n break;\n\n case 'LOD':\n object = new LOD();\n break;\n\n case 'Line':\n object = new Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);\n break;\n\n case 'LineLoop':\n object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'LineSegments':\n object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'PointCloud':\n case 'Points':\n object = new Points(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'Sprite':\n object = new Sprite(getMaterial(data.material));\n break;\n\n case 'Group':\n object = new Group();\n break;\n\n default:\n object = new Object3D();\n }\n\n object.uuid = data.uuid;\n if (data.name !== undefined) object.name = data.name;\n\n if (data.matrix !== undefined) {\n object.matrix.fromArray(data.matrix);\n if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;\n if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);\n } else {\n if (data.position !== undefined) object.position.fromArray(data.position);\n if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);\n if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);\n if (data.scale !== undefined) object.scale.fromArray(data.scale);\n }\n\n if (data.castShadow !== undefined) object.castShadow = data.castShadow;\n if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;\n\n if (data.shadow) {\n if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;\n if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;\n if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);\n if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);\n }\n\n if (data.visible !== undefined) object.visible = data.visible;\n if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;\n if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;\n if (data.userData !== undefined) object.userData = data.userData;\n if (data.layers !== undefined) object.layers.mask = data.layers;\n\n if (data.children !== undefined) {\n var children = data.children;\n\n for (var i = 0; i < children.length; i++) {\n object.add(this.parseObject(children[i], geometries, materials));\n }\n }\n\n if (data.type === 'LOD') {\n var levels = data.levels;\n\n for (var l = 0; l < levels.length; l++) {\n var level = levels[l];\n var child = object.getObjectByProperty('uuid', level.object);\n\n if (child !== undefined) {\n object.addLevel(child, level.distance);\n }\n }\n }\n\n return object;\n }\n});\nvar TEXTURE_MAPPING = {\n UVMapping: UVMapping,\n CubeReflectionMapping: CubeReflectionMapping,\n CubeRefractionMapping: CubeRefractionMapping,\n EquirectangularReflectionMapping: EquirectangularReflectionMapping,\n EquirectangularRefractionMapping: EquirectangularRefractionMapping,\n SphericalReflectionMapping: SphericalReflectionMapping,\n CubeUVReflectionMapping: CubeUVReflectionMapping,\n CubeUVRefractionMapping: CubeUVRefractionMapping\n};\nvar TEXTURE_WRAPPING = {\n RepeatWrapping: RepeatWrapping,\n ClampToEdgeWrapping: ClampToEdgeWrapping,\n MirroredRepeatWrapping: MirroredRepeatWrapping\n};\nvar TEXTURE_FILTER = {\n NearestFilter: NearestFilter,\n NearestMipMapNearestFilter: NearestMipMapNearestFilter,\n NearestMipMapLinearFilter: NearestMipMapLinearFilter,\n LinearFilter: LinearFilter,\n LinearMipMapNearestFilter: LinearMipMapNearestFilter,\n LinearMipMapLinearFilter: LinearMipMapLinearFilter\n};\n/**\n * @author thespite / http://clicktorelease.com/\n */\n\nfunction ImageBitmapLoader(manager) {\n if (typeof createImageBitmap === 'undefined') {\n console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');\n }\n\n if (typeof fetch === 'undefined') {\n console.warn('THREE.ImageBitmapLoader: fetch() not supported.');\n }\n\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n this.options = undefined;\n}\n\nImageBitmapLoader.prototype = {\n constructor: ImageBitmapLoader,\n setOptions: function setOptions(options) {\n this.options = options;\n return this;\n },\n load: function load(url, onLoad, onProgress, onError) {\n if (url === undefined) url = '';\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n }\n\n fetch(url).then(function (res) {\n return res.blob();\n }).then(function (blob) {\n return createImageBitmap(blob, scope.options);\n }).then(function (imageBitmap) {\n Cache.add(url, imageBitmap);\n if (onLoad) onLoad(imageBitmap);\n scope.manager.itemEnd(url);\n }).catch(function (e) {\n if (onError) onError(e);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n });\n },\n setCrossOrigin: function\n /* value */\n setCrossOrigin() {\n return this;\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n};\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * minimal class for proxing functions to Path. Replaces old \"extractSubpaths()\"\n **/\n\nfunction ShapePath() {\n this.type = 'ShapePath';\n this.color = new Color();\n this.subPaths = [];\n this.currentPath = null;\n}\n\nObject.assign(ShapePath.prototype, {\n moveTo: function moveTo(x, y) {\n this.currentPath = new Path();\n this.subPaths.push(this.currentPath);\n this.currentPath.moveTo(x, y);\n },\n lineTo: function lineTo(x, y) {\n this.currentPath.lineTo(x, y);\n },\n quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {\n this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);\n },\n bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);\n },\n splineThru: function splineThru(pts) {\n this.currentPath.splineThru(pts);\n },\n toShapes: function toShapes(isCCW, noHoles) {\n function toShapesNoHoles(inSubpaths) {\n var shapes = [];\n\n for (var i = 0, l = inSubpaths.length; i < l; i++) {\n var tmpPath = inSubpaths[i];\n var tmpShape = new Shape();\n tmpShape.curves = tmpPath.curves;\n shapes.push(tmpShape);\n }\n\n return shapes;\n }\n\n function isPointInsidePolygon(inPt, inPolygon) {\n var polyLen = inPolygon.length; // inPt on polygon contour => immediate success or\n // toggling of inside/outside at every single! intersection point of an edge\n // with the horizontal line through inPt, left of inPt\n // not counting lowerY endpoints of edges and whole edges on that line\n\n var inside = false;\n\n for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {\n var edgeLowPt = inPolygon[p];\n var edgeHighPt = inPolygon[q];\n var edgeDx = edgeHighPt.x - edgeLowPt.x;\n var edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n if (Math.abs(edgeDy) > Number.EPSILON) {\n // not parallel\n if (edgeDy < 0) {\n edgeLowPt = inPolygon[q];\n edgeDx = -edgeDx;\n edgeHighPt = inPolygon[p];\n edgeDy = -edgeDy;\n }\n\n if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;\n\n if (inPt.y === edgeLowPt.y) {\n if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?\n // continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n } else {\n var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);\n if (perpEdge === 0) return true; // inPt is on contour ?\n\n if (perpEdge < 0) continue;\n inside = !inside; // true intersection left of inPt\n }\n } else {\n // parallel or collinear\n if (inPt.y !== edgeLowPt.y) continue; // parallel\n // edge lies on the same horizontal line as inPt\n\n if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !\n // continue;\n }\n }\n\n return inside;\n }\n\n var isClockWise = ShapeUtils.isClockWise;\n var subPaths = this.subPaths;\n if (subPaths.length === 0) return [];\n if (noHoles === true) return toShapesNoHoles(subPaths);\n var solid,\n tmpPath,\n tmpShape,\n shapes = [];\n\n if (subPaths.length === 1) {\n tmpPath = subPaths[0];\n tmpShape = new Shape();\n tmpShape.curves = tmpPath.curves;\n shapes.push(tmpShape);\n return shapes;\n }\n\n var holesFirst = !isClockWise(subPaths[0].getPoints());\n holesFirst = isCCW ? !holesFirst : holesFirst; // console.log(\"Holes first\", holesFirst);\n\n var betterShapeHoles = [];\n var newShapes = [];\n var newShapeHoles = [];\n var mainIdx = 0;\n var tmpPoints;\n newShapes[mainIdx] = undefined;\n newShapeHoles[mainIdx] = [];\n\n for (var i = 0, l = subPaths.length; i < l; i++) {\n tmpPath = subPaths[i];\n tmpPoints = tmpPath.getPoints();\n solid = isClockWise(tmpPoints);\n solid = isCCW ? !solid : solid;\n\n if (solid) {\n if (!holesFirst && newShapes[mainIdx]) mainIdx++;\n newShapes[mainIdx] = {\n s: new Shape(),\n p: tmpPoints\n };\n newShapes[mainIdx].s.curves = tmpPath.curves;\n if (holesFirst) mainIdx++;\n newShapeHoles[mainIdx] = []; //console.log('cw', i);\n } else {\n newShapeHoles[mainIdx].push({\n h: tmpPath,\n p: tmpPoints[0]\n }); //console.log('ccw', i);\n }\n } // only Holes? -> probably all Shapes with wrong orientation\n\n\n if (!newShapes[0]) return toShapesNoHoles(subPaths);\n\n if (newShapes.length > 1) {\n var ambiguous = false;\n var toChange = [];\n\n for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {\n betterShapeHoles[sIdx] = [];\n }\n\n for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {\n var sho = newShapeHoles[sIdx];\n\n for (var hIdx = 0; hIdx < sho.length; hIdx++) {\n var ho = sho[hIdx];\n var hole_unassigned = true;\n\n for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {\n if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {\n if (sIdx !== s2Idx) toChange.push({\n froms: sIdx,\n tos: s2Idx,\n hole: hIdx\n });\n\n if (hole_unassigned) {\n hole_unassigned = false;\n betterShapeHoles[s2Idx].push(ho);\n } else {\n ambiguous = true;\n }\n }\n }\n\n if (hole_unassigned) {\n betterShapeHoles[sIdx].push(ho);\n }\n }\n } // console.log(\"ambiguous: \", ambiguous);\n\n\n if (toChange.length > 0) {\n // console.log(\"to change: \", toChange);\n if (!ambiguous) newShapeHoles = betterShapeHoles;\n }\n }\n\n var tmpHoles;\n\n for (var i = 0, il = newShapes.length; i < il; i++) {\n tmpShape = newShapes[i].s;\n shapes.push(tmpShape);\n tmpHoles = newShapeHoles[i];\n\n for (var j = 0, jl = tmpHoles.length; j < jl; j++) {\n tmpShape.holes.push(tmpHoles[j].h);\n }\n } //console.log(\"shape\", shapes);\n\n\n return shapes;\n }\n});\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Font(data) {\n this.type = 'Font';\n this.data = data;\n}\n\nObject.assign(Font.prototype, {\n isFont: true,\n generateShapes: function generateShapes(text, size) {\n if (size === undefined) size = 100;\n var shapes = [];\n var paths = createPaths(text, size, this.data);\n\n for (var p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes());\n }\n\n return shapes;\n }\n});\n\nfunction createPaths(text, size, data) {\n var chars = Array.from ? Array.from(text) : String(text).split(''); // see #13988\n\n var scale = size / data.resolution;\n var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;\n var paths = [];\n var offsetX = 0,\n offsetY = 0;\n\n for (var i = 0; i < chars.length; i++) {\n var char = chars[i];\n\n if (char === '\\n') {\n offsetX = 0;\n offsetY -= line_height;\n } else {\n var ret = createPath(char, scale, offsetX, offsetY, data);\n offsetX += ret.offsetX;\n paths.push(ret.path);\n }\n }\n\n return paths;\n}\n\nfunction createPath(char, scale, offsetX, offsetY, data) {\n var glyph = data.glyphs[char] || data.glyphs['?'];\n if (!glyph) return;\n var path = new ShapePath();\n var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n if (glyph.o) {\n var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));\n\n for (var i = 0, l = outline.length; i < l;) {\n var action = outline[i++];\n\n switch (action) {\n case 'm':\n // moveTo\n x = outline[i++] * scale + offsetX;\n y = outline[i++] * scale + offsetY;\n path.moveTo(x, y);\n break;\n\n case 'l':\n // lineTo\n x = outline[i++] * scale + offsetX;\n y = outline[i++] * scale + offsetY;\n path.lineTo(x, y);\n break;\n\n case 'q':\n // quadraticCurveTo\n cpx = outline[i++] * scale + offsetX;\n cpy = outline[i++] * scale + offsetY;\n cpx1 = outline[i++] * scale + offsetX;\n cpy1 = outline[i++] * scale + offsetY;\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\n break;\n\n case 'b':\n // bezierCurveTo\n cpx = outline[i++] * scale + offsetX;\n cpy = outline[i++] * scale + offsetY;\n cpx1 = outline[i++] * scale + offsetX;\n cpy1 = outline[i++] * scale + offsetY;\n cpx2 = outline[i++] * scale + offsetX;\n cpy2 = outline[i++] * scale + offsetY;\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\n break;\n }\n }\n }\n\n return {\n offsetX: glyph.ha * scale,\n path: path\n };\n}\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction FontLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(FontLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(this.manager);\n loader.setPath(this.path);\n loader.load(url, function (text) {\n var json;\n\n try {\n json = JSON.parse(text);\n } catch (e) {\n console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');\n json = JSON.parse(text.substring(65, text.length - 2));\n }\n\n var font = scope.parse(json);\n if (onLoad) onLoad(font);\n }, onProgress, onError);\n },\n parse: function parse(json) {\n return new Font(json);\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Loader() {}\n\nLoader.Handlers = {\n handlers: [],\n add: function add(regex, loader) {\n this.handlers.push(regex, loader);\n },\n get: function get(file) {\n var handlers = this.handlers;\n\n for (var i = 0, l = handlers.length; i < l; i += 2) {\n var regex = handlers[i];\n var loader = handlers[i + 1];\n\n if (regex.test(file)) {\n return loader;\n }\n }\n\n return null;\n }\n};\nObject.assign(Loader.prototype, {\n crossOrigin: 'anonymous',\n onLoadStart: function onLoadStart() {},\n onLoadProgress: function onLoadProgress() {},\n onLoadComplete: function onLoadComplete() {},\n initMaterials: function initMaterials(materials, texturePath, crossOrigin) {\n var array = [];\n\n for (var i = 0; i < materials.length; ++i) {\n array[i] = this.createMaterial(materials[i], texturePath, crossOrigin);\n }\n\n return array;\n },\n createMaterial: function () {\n var BlendingMode = {\n NoBlending: NoBlending,\n NormalBlending: NormalBlending,\n AdditiveBlending: AdditiveBlending,\n SubtractiveBlending: SubtractiveBlending,\n MultiplyBlending: MultiplyBlending,\n CustomBlending: CustomBlending\n };\n var color = new Color();\n var textureLoader = new TextureLoader();\n var materialLoader = new MaterialLoader();\n return function createMaterial(m, texturePath, crossOrigin) {\n // convert from old material format\n var textures = {};\n\n function loadTexture(path, repeat, offset, wrap, anisotropy) {\n var fullPath = texturePath + path;\n var loader = Loader.Handlers.get(fullPath);\n var texture;\n\n if (loader !== null) {\n texture = loader.load(fullPath);\n } else {\n textureLoader.setCrossOrigin(crossOrigin);\n texture = textureLoader.load(fullPath);\n }\n\n if (repeat !== undefined) {\n texture.repeat.fromArray(repeat);\n if (repeat[0] !== 1) texture.wrapS = RepeatWrapping;\n if (repeat[1] !== 1) texture.wrapT = RepeatWrapping;\n }\n\n if (offset !== undefined) {\n texture.offset.fromArray(offset);\n }\n\n if (wrap !== undefined) {\n if (wrap[0] === 'repeat') texture.wrapS = RepeatWrapping;\n if (wrap[0] === 'mirror') texture.wrapS = MirroredRepeatWrapping;\n if (wrap[1] === 'repeat') texture.wrapT = RepeatWrapping;\n if (wrap[1] === 'mirror') texture.wrapT = MirroredRepeatWrapping;\n }\n\n if (anisotropy !== undefined) {\n texture.anisotropy = anisotropy;\n }\n\n var uuid = _Math.generateUUID();\n\n textures[uuid] = texture;\n return uuid;\n } //\n\n\n var json = {\n uuid: _Math.generateUUID(),\n type: 'MeshLambertMaterial'\n };\n\n for (var name in m) {\n var value = m[name];\n\n switch (name) {\n case 'DbgColor':\n case 'DbgIndex':\n case 'opticalDensity':\n case 'illumination':\n break;\n\n case 'DbgName':\n json.name = value;\n break;\n\n case 'blending':\n json.blending = BlendingMode[value];\n break;\n\n case 'colorAmbient':\n case 'mapAmbient':\n console.warn('THREE.Loader.createMaterial:', name, 'is no longer supported.');\n break;\n\n case 'colorDiffuse':\n json.color = color.fromArray(value).getHex();\n break;\n\n case 'colorSpecular':\n json.specular = color.fromArray(value).getHex();\n break;\n\n case 'colorEmissive':\n json.emissive = color.fromArray(value).getHex();\n break;\n\n case 'specularCoef':\n json.shininess = value;\n break;\n\n case 'shading':\n if (value.toLowerCase() === 'basic') json.type = 'MeshBasicMaterial';\n if (value.toLowerCase() === 'phong') json.type = 'MeshPhongMaterial';\n if (value.toLowerCase() === 'standard') json.type = 'MeshStandardMaterial';\n break;\n\n case 'mapDiffuse':\n json.map = loadTexture(value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy);\n break;\n\n case 'mapDiffuseRepeat':\n case 'mapDiffuseOffset':\n case 'mapDiffuseWrap':\n case 'mapDiffuseAnisotropy':\n break;\n\n case 'mapEmissive':\n json.emissiveMap = loadTexture(value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy);\n break;\n\n case 'mapEmissiveRepeat':\n case 'mapEmissiveOffset':\n case 'mapEmissiveWrap':\n case 'mapEmissiveAnisotropy':\n break;\n\n case 'mapLight':\n json.lightMap = loadTexture(value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy);\n break;\n\n case 'mapLightRepeat':\n case 'mapLightOffset':\n case 'mapLightWrap':\n case 'mapLightAnisotropy':\n break;\n\n case 'mapAO':\n json.aoMap = loadTexture(value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy);\n break;\n\n case 'mapAORepeat':\n case 'mapAOOffset':\n case 'mapAOWrap':\n case 'mapAOAnisotropy':\n break;\n\n case 'mapBump':\n json.bumpMap = loadTexture(value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy);\n break;\n\n case 'mapBumpScale':\n json.bumpScale = value;\n break;\n\n case 'mapBumpRepeat':\n case 'mapBumpOffset':\n case 'mapBumpWrap':\n case 'mapBumpAnisotropy':\n break;\n\n case 'mapNormal':\n json.normalMap = loadTexture(value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy);\n break;\n\n case 'mapNormalFactor':\n json.normalScale = value;\n break;\n\n case 'mapNormalRepeat':\n case 'mapNormalOffset':\n case 'mapNormalWrap':\n case 'mapNormalAnisotropy':\n break;\n\n case 'mapSpecular':\n json.specularMap = loadTexture(value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy);\n break;\n\n case 'mapSpecularRepeat':\n case 'mapSpecularOffset':\n case 'mapSpecularWrap':\n case 'mapSpecularAnisotropy':\n break;\n\n case 'mapMetalness':\n json.metalnessMap = loadTexture(value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy);\n break;\n\n case 'mapMetalnessRepeat':\n case 'mapMetalnessOffset':\n case 'mapMetalnessWrap':\n case 'mapMetalnessAnisotropy':\n break;\n\n case 'mapRoughness':\n json.roughnessMap = loadTexture(value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy);\n break;\n\n case 'mapRoughnessRepeat':\n case 'mapRoughnessOffset':\n case 'mapRoughnessWrap':\n case 'mapRoughnessAnisotropy':\n break;\n\n case 'mapAlpha':\n json.alphaMap = loadTexture(value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy);\n break;\n\n case 'mapAlphaRepeat':\n case 'mapAlphaOffset':\n case 'mapAlphaWrap':\n case 'mapAlphaAnisotropy':\n break;\n\n case 'flipSided':\n json.side = BackSide;\n break;\n\n case 'doubleSided':\n json.side = DoubleSide;\n break;\n\n case 'transparency':\n console.warn('THREE.Loader.createMaterial: transparency has been renamed to opacity');\n json.opacity = value;\n break;\n\n case 'depthTest':\n case 'depthWrite':\n case 'colorWrite':\n case 'opacity':\n case 'reflectivity':\n case 'transparent':\n case 'visible':\n case 'wireframe':\n json[name] = value;\n break;\n\n case 'vertexColors':\n if (value === true) json.vertexColors = VertexColors;\n if (value === 'face') json.vertexColors = FaceColors;\n break;\n\n default:\n console.error('THREE.Loader.createMaterial: Unsupported', name, value);\n break;\n }\n }\n\n if (json.type === 'MeshBasicMaterial') delete json.emissive;\n if (json.type !== 'MeshPhongMaterial') delete json.specular;\n if (json.opacity < 1) json.transparent = true;\n materialLoader.setTextures(textures);\n return materialLoader.parse(json);\n };\n }()\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar context;\nvar AudioContext = {\n getContext: function getContext() {\n if (context === undefined) {\n context = new (window.AudioContext || window.webkitAudioContext)();\n }\n\n return context;\n },\n setContext: function setContext(value) {\n context = value;\n }\n};\n/**\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction AudioLoader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n}\n\nObject.assign(AudioLoader.prototype, {\n load: function load(url, onLoad, onProgress, onError) {\n var loader = new FileLoader(this.manager);\n loader.setResponseType('arraybuffer');\n loader.setPath(this.path);\n loader.load(url, function (buffer) {\n // Create a copy of the buffer. The `decodeAudioData` method\n // detaches the buffer when complete, preventing reuse.\n var bufferCopy = buffer.slice(0);\n var context = AudioContext.getContext();\n context.decodeAudioData(bufferCopy, function (audioBuffer) {\n onLoad(audioBuffer);\n });\n }, onProgress, onError);\n },\n setPath: function setPath(value) {\n this.path = value;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction StereoCamera() {\n this.type = 'StereoCamera';\n this.aspect = 1;\n this.eyeSep = 0.064;\n this.cameraL = new PerspectiveCamera();\n this.cameraL.layers.enable(1);\n this.cameraL.matrixAutoUpdate = false;\n this.cameraR = new PerspectiveCamera();\n this.cameraR.layers.enable(2);\n this.cameraR.matrixAutoUpdate = false;\n}\n\nObject.assign(StereoCamera.prototype, {\n update: function () {\n var instance, focus, fov, aspect, near, far, zoom, eyeSep;\n var eyeRight = new Matrix4();\n var eyeLeft = new Matrix4();\n return function update(camera) {\n var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || aspect !== camera.aspect * this.aspect || near !== camera.near || far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;\n\n if (needsUpdate) {\n instance = this;\n focus = camera.focus;\n fov = camera.fov;\n aspect = camera.aspect * this.aspect;\n near = camera.near;\n far = camera.far;\n zoom = camera.zoom; // Off-axis stereoscopic effect based on\n // http://paulbourke.net/stereographics/stereorender/\n\n var projectionMatrix = camera.projectionMatrix.clone();\n eyeSep = this.eyeSep / 2;\n var eyeSepOnProjection = eyeSep * near / focus;\n var ymax = near * Math.tan(_Math.DEG2RAD * fov * 0.5) / zoom;\n var xmin, xmax; // translate xOffset\n\n eyeLeft.elements[12] = -eyeSep;\n eyeRight.elements[12] = eyeSep; // for left eye\n\n xmin = -ymax * aspect + eyeSepOnProjection;\n xmax = ymax * aspect + eyeSepOnProjection;\n projectionMatrix.elements[0] = 2 * near / (xmax - xmin);\n projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye\n\n xmin = -ymax * aspect - eyeSepOnProjection;\n xmax = ymax * aspect - eyeSepOnProjection;\n projectionMatrix.elements[0] = 2 * near / (xmax - xmin);\n projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n this.cameraR.projectionMatrix.copy(projectionMatrix);\n }\n\n this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(eyeLeft);\n this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(eyeRight);\n };\n }()\n});\n/**\n * Camera for rendering cube maps\n *\t- renders scene into axis-aligned cube\n *\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CubeCamera(near, far, cubeResolution, options) {\n Object3D.call(this);\n this.type = 'CubeCamera';\n var fov = 90,\n aspect = 1;\n var cameraPX = new PerspectiveCamera(fov, aspect, near, far);\n cameraPX.up.set(0, -1, 0);\n cameraPX.lookAt(new Vector3(1, 0, 0));\n this.add(cameraPX);\n var cameraNX = new PerspectiveCamera(fov, aspect, near, far);\n cameraNX.up.set(0, -1, 0);\n cameraNX.lookAt(new Vector3(-1, 0, 0));\n this.add(cameraNX);\n var cameraPY = new PerspectiveCamera(fov, aspect, near, far);\n cameraPY.up.set(0, 0, 1);\n cameraPY.lookAt(new Vector3(0, 1, 0));\n this.add(cameraPY);\n var cameraNY = new PerspectiveCamera(fov, aspect, near, far);\n cameraNY.up.set(0, 0, -1);\n cameraNY.lookAt(new Vector3(0, -1, 0));\n this.add(cameraNY);\n var cameraPZ = new PerspectiveCamera(fov, aspect, near, far);\n cameraPZ.up.set(0, -1, 0);\n cameraPZ.lookAt(new Vector3(0, 0, 1));\n this.add(cameraPZ);\n var cameraNZ = new PerspectiveCamera(fov, aspect, near, far);\n cameraNZ.up.set(0, -1, 0);\n cameraNZ.lookAt(new Vector3(0, 0, -1));\n this.add(cameraNZ);\n options = options || {\n format: RGBFormat,\n magFilter: LinearFilter,\n minFilter: LinearFilter\n };\n this.renderTarget = new WebGLRenderTargetCube(cubeResolution, cubeResolution, options);\n this.renderTarget.texture.name = \"CubeCamera\";\n\n this.update = function (renderer, scene) {\n if (this.parent === null) this.updateMatrixWorld();\n var renderTarget = this.renderTarget;\n var generateMipmaps = renderTarget.texture.generateMipmaps;\n renderTarget.texture.generateMipmaps = false;\n renderTarget.activeCubeFace = 0;\n renderer.render(scene, cameraPX, renderTarget);\n renderTarget.activeCubeFace = 1;\n renderer.render(scene, cameraNX, renderTarget);\n renderTarget.activeCubeFace = 2;\n renderer.render(scene, cameraPY, renderTarget);\n renderTarget.activeCubeFace = 3;\n renderer.render(scene, cameraNY, renderTarget);\n renderTarget.activeCubeFace = 4;\n renderer.render(scene, cameraPZ, renderTarget);\n renderTarget.texture.generateMipmaps = generateMipmaps;\n renderTarget.activeCubeFace = 5;\n renderer.render(scene, cameraNZ, renderTarget);\n renderer.setRenderTarget(null);\n };\n\n this.clear = function (renderer, color, depth, stencil) {\n var renderTarget = this.renderTarget;\n\n for (var i = 0; i < 6; i++) {\n renderTarget.activeCubeFace = i;\n renderer.setRenderTarget(renderTarget);\n renderer.clear(color, depth, stencil);\n }\n\n renderer.setRenderTarget(null);\n };\n}\n\nCubeCamera.prototype = Object.create(Object3D.prototype);\nCubeCamera.prototype.constructor = CubeCamera;\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Clock(autoStart) {\n this.autoStart = autoStart !== undefined ? autoStart : true;\n this.startTime = 0;\n this.oldTime = 0;\n this.elapsedTime = 0;\n this.running = false;\n}\n\nObject.assign(Clock.prototype, {\n start: function start() {\n this.startTime = (typeof performance === 'undefined' ? Date : performance).now(); // see #10732\n\n this.oldTime = this.startTime;\n this.elapsedTime = 0;\n this.running = true;\n },\n stop: function stop() {\n this.getElapsedTime();\n this.running = false;\n this.autoStart = false;\n },\n getElapsedTime: function getElapsedTime() {\n this.getDelta();\n return this.elapsedTime;\n },\n getDelta: function getDelta() {\n var diff = 0;\n\n if (this.autoStart && !this.running) {\n this.start();\n return 0;\n }\n\n if (this.running) {\n var newTime = (typeof performance === 'undefined' ? Date : performance).now();\n diff = (newTime - this.oldTime) / 1000;\n this.oldTime = newTime;\n this.elapsedTime += diff;\n }\n\n return diff;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioListener() {\n Object3D.call(this);\n this.type = 'AudioListener';\n this.context = AudioContext.getContext();\n this.gain = this.context.createGain();\n this.gain.connect(this.context.destination);\n this.filter = null;\n this.timeDelta = 0;\n}\n\nAudioListener.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: AudioListener,\n getInput: function getInput() {\n return this.gain;\n },\n removeFilter: function removeFilter() {\n if (this.filter !== null) {\n this.gain.disconnect(this.filter);\n this.filter.disconnect(this.context.destination);\n this.gain.connect(this.context.destination);\n this.filter = null;\n }\n\n return this;\n },\n getFilter: function getFilter() {\n return this.filter;\n },\n setFilter: function setFilter(value) {\n if (this.filter !== null) {\n this.gain.disconnect(this.filter);\n this.filter.disconnect(this.context.destination);\n } else {\n this.gain.disconnect(this.context.destination);\n }\n\n this.filter = value;\n this.gain.connect(this.filter);\n this.filter.connect(this.context.destination);\n return this;\n },\n getMasterVolume: function getMasterVolume() {\n return this.gain.gain.value;\n },\n setMasterVolume: function setMasterVolume(value) {\n this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n return this;\n },\n updateMatrixWorld: function () {\n var position = new Vector3();\n var quaternion = new Quaternion();\n var scale = new Vector3();\n var orientation = new Vector3();\n var clock = new Clock();\n return function updateMatrixWorld(force) {\n Object3D.prototype.updateMatrixWorld.call(this, force);\n var listener = this.context.listener;\n var up = this.up;\n this.timeDelta = clock.getDelta();\n this.matrixWorld.decompose(position, quaternion, scale);\n orientation.set(0, 0, -1).applyQuaternion(quaternion);\n\n if (listener.positionX) {\n // code path for Chrome (see #14393)\n var endTime = this.context.currentTime + this.timeDelta;\n listener.positionX.linearRampToValueAtTime(position.x, endTime);\n listener.positionY.linearRampToValueAtTime(position.y, endTime);\n listener.positionZ.linearRampToValueAtTime(position.z, endTime);\n listener.forwardX.linearRampToValueAtTime(orientation.x, endTime);\n listener.forwardY.linearRampToValueAtTime(orientation.y, endTime);\n listener.forwardZ.linearRampToValueAtTime(orientation.z, endTime);\n listener.upX.linearRampToValueAtTime(up.x, endTime);\n listener.upY.linearRampToValueAtTime(up.y, endTime);\n listener.upZ.linearRampToValueAtTime(up.z, endTime);\n } else {\n listener.setPosition(position.x, position.y, position.z);\n listener.setOrientation(orientation.x, orientation.y, orientation.z, up.x, up.y, up.z);\n }\n };\n }()\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction Audio(listener) {\n Object3D.call(this);\n this.type = 'Audio';\n this.listener = listener;\n this.context = listener.context;\n this.gain = this.context.createGain();\n this.gain.connect(listener.getInput());\n this.autoplay = false;\n this.buffer = null;\n this.detune = 0;\n this.loop = false;\n this.startTime = 0;\n this.offset = 0;\n this.playbackRate = 1;\n this.isPlaying = false;\n this.hasPlaybackControl = true;\n this.sourceType = 'empty';\n this.filters = [];\n}\n\nAudio.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Audio,\n getOutput: function getOutput() {\n return this.gain;\n },\n setNodeSource: function setNodeSource(audioNode) {\n this.hasPlaybackControl = false;\n this.sourceType = 'audioNode';\n this.source = audioNode;\n this.connect();\n return this;\n },\n setMediaElementSource: function setMediaElementSource(mediaElement) {\n this.hasPlaybackControl = false;\n this.sourceType = 'mediaNode';\n this.source = this.context.createMediaElementSource(mediaElement);\n this.connect();\n return this;\n },\n setBuffer: function setBuffer(audioBuffer) {\n this.buffer = audioBuffer;\n this.sourceType = 'buffer';\n if (this.autoplay) this.play();\n return this;\n },\n play: function play() {\n if (this.isPlaying === true) {\n console.warn('THREE.Audio: Audio is already playing.');\n return;\n }\n\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n var source = this.context.createBufferSource();\n source.buffer = this.buffer;\n source.detune.value = this.detune;\n source.loop = this.loop;\n source.onended = this.onEnded.bind(this);\n source.playbackRate.setValueAtTime(this.playbackRate, this.startTime);\n this.startTime = this.context.currentTime;\n source.start(this.startTime, this.offset);\n this.isPlaying = true;\n this.source = source;\n return this.connect();\n },\n pause: function pause() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n if (this.isPlaying === true) {\n this.source.stop();\n this.source.onended = null;\n this.offset += (this.context.currentTime - this.startTime) * this.playbackRate;\n this.isPlaying = false;\n }\n\n return this;\n },\n stop: function stop() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this.source.stop();\n this.source.onended = null;\n this.offset = 0;\n this.isPlaying = false;\n return this;\n },\n connect: function connect() {\n if (this.filters.length > 0) {\n this.source.connect(this.filters[0]);\n\n for (var i = 1, l = this.filters.length; i < l; i++) {\n this.filters[i - 1].connect(this.filters[i]);\n }\n\n this.filters[this.filters.length - 1].connect(this.getOutput());\n } else {\n this.source.connect(this.getOutput());\n }\n\n return this;\n },\n disconnect: function disconnect() {\n if (this.filters.length > 0) {\n this.source.disconnect(this.filters[0]);\n\n for (var i = 1, l = this.filters.length; i < l; i++) {\n this.filters[i - 1].disconnect(this.filters[i]);\n }\n\n this.filters[this.filters.length - 1].disconnect(this.getOutput());\n } else {\n this.source.disconnect(this.getOutput());\n }\n\n return this;\n },\n getFilters: function getFilters() {\n return this.filters;\n },\n setFilters: function setFilters(value) {\n if (!value) value = [];\n\n if (this.isPlaying === true) {\n this.disconnect();\n this.filters = value;\n this.connect();\n } else {\n this.filters = value;\n }\n\n return this;\n },\n setDetune: function setDetune(value) {\n this.detune = value;\n\n if (this.isPlaying === true) {\n this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);\n }\n\n return this;\n },\n getDetune: function getDetune() {\n return this.detune;\n },\n getFilter: function getFilter() {\n return this.getFilters()[0];\n },\n setFilter: function setFilter(filter) {\n return this.setFilters(filter ? [filter] : []);\n },\n setPlaybackRate: function setPlaybackRate(value) {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this.playbackRate = value;\n\n if (this.isPlaying === true) {\n this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);\n }\n\n return this;\n },\n getPlaybackRate: function getPlaybackRate() {\n return this.playbackRate;\n },\n onEnded: function onEnded() {\n this.isPlaying = false;\n },\n getLoop: function getLoop() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return false;\n }\n\n return this.loop;\n },\n setLoop: function setLoop(value) {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this.loop = value;\n\n if (this.isPlaying === true) {\n this.source.loop = this.loop;\n }\n\n return this;\n },\n getVolume: function getVolume() {\n return this.gain.gain.value;\n },\n setVolume: function setVolume(value) {\n this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PositionalAudio(listener) {\n Audio.call(this, listener);\n this.panner = this.context.createPanner();\n this.panner.connect(this.gain);\n}\n\nPositionalAudio.prototype = Object.assign(Object.create(Audio.prototype), {\n constructor: PositionalAudio,\n getOutput: function getOutput() {\n return this.panner;\n },\n getRefDistance: function getRefDistance() {\n return this.panner.refDistance;\n },\n setRefDistance: function setRefDistance(value) {\n this.panner.refDistance = value;\n return this;\n },\n getRolloffFactor: function getRolloffFactor() {\n return this.panner.rolloffFactor;\n },\n setRolloffFactor: function setRolloffFactor(value) {\n this.panner.rolloffFactor = value;\n return this;\n },\n getDistanceModel: function getDistanceModel() {\n return this.panner.distanceModel;\n },\n setDistanceModel: function setDistanceModel(value) {\n this.panner.distanceModel = value;\n return this;\n },\n getMaxDistance: function getMaxDistance() {\n return this.panner.maxDistance;\n },\n setMaxDistance: function setMaxDistance(value) {\n this.panner.maxDistance = value;\n return this;\n },\n setDirectionalCone: function setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {\n this.panner.coneInnerAngle = coneInnerAngle;\n this.panner.coneOuterAngle = coneOuterAngle;\n this.panner.coneOuterGain = coneOuterGain;\n return this;\n },\n updateMatrixWorld: function () {\n var position = new Vector3();\n var quaternion = new Quaternion();\n var scale = new Vector3();\n var orientation = new Vector3();\n return function updateMatrixWorld(force) {\n Object3D.prototype.updateMatrixWorld.call(this, force);\n if (this.isPlaying === false) return;\n this.matrixWorld.decompose(position, quaternion, scale);\n orientation.set(0, 0, 1).applyQuaternion(quaternion);\n var panner = this.panner;\n\n if (panner.positionX) {\n // code path for Chrome and Firefox (see #14393)\n var endTime = this.context.currentTime + this.listener.timeDelta;\n panner.positionX.linearRampToValueAtTime(position.x, endTime);\n panner.positionY.linearRampToValueAtTime(position.y, endTime);\n panner.positionZ.linearRampToValueAtTime(position.z, endTime);\n panner.orientationX.linearRampToValueAtTime(orientation.x, endTime);\n panner.orientationY.linearRampToValueAtTime(orientation.y, endTime);\n panner.orientationZ.linearRampToValueAtTime(orientation.z, endTime);\n } else {\n panner.setPosition(position.x, position.y, position.z);\n panner.setOrientation(orientation.x, orientation.y, orientation.z);\n }\n };\n }()\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioAnalyser(audio, fftSize) {\n this.analyser = audio.context.createAnalyser();\n this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n this.data = new Uint8Array(this.analyser.frequencyBinCount);\n audio.getOutput().connect(this.analyser);\n}\n\nObject.assign(AudioAnalyser.prototype, {\n getFrequencyData: function getFrequencyData() {\n this.analyser.getByteFrequencyData(this.data);\n return this.data;\n },\n getAverageFrequency: function getAverageFrequency() {\n var value = 0,\n data = this.getFrequencyData();\n\n for (var i = 0; i < data.length; i++) {\n value += data[i];\n }\n\n return value / data.length;\n }\n});\n/**\n *\n * Buffered scene graph property that allows weighted accumulation.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction PropertyMixer(binding, typeName, valueSize) {\n this.binding = binding;\n this.valueSize = valueSize;\n var bufferType = Float64Array,\n mixFunction;\n\n switch (typeName) {\n case 'quaternion':\n mixFunction = this._slerp;\n break;\n\n case 'string':\n case 'bool':\n bufferType = Array;\n mixFunction = this._select;\n break;\n\n default:\n mixFunction = this._lerp;\n }\n\n this.buffer = new bufferType(valueSize * 4); // layout: [ incoming | accu0 | accu1 | orig ]\n //\n // interpolators can use .buffer as their .result\n // the data then goes to 'incoming'\n //\n // 'accu0' and 'accu1' are used frame-interleaved for\n // the cumulative result and are compared to detect\n // changes\n //\n // 'orig' stores the original state of the property\n\n this._mixBufferRegion = mixFunction;\n this.cumulativeWeight = 0;\n this.useCount = 0;\n this.referenceCount = 0;\n}\n\nObject.assign(PropertyMixer.prototype, {\n // accumulate data in the 'incoming' region into 'accu'\n accumulate: function accumulate(accuIndex, weight) {\n // note: happily accumulating nothing when weight = 0, the caller knows\n // the weight and shouldn't have made the call in the first place\n var buffer = this.buffer,\n stride = this.valueSize,\n offset = accuIndex * stride + stride,\n currentWeight = this.cumulativeWeight;\n\n if (currentWeight === 0) {\n // accuN := incoming * weight\n for (var i = 0; i !== stride; ++i) {\n buffer[offset + i] = buffer[i];\n }\n\n currentWeight = weight;\n } else {\n // accuN := accuN + incoming * weight\n currentWeight += weight;\n var mix = weight / currentWeight;\n\n this._mixBufferRegion(buffer, offset, 0, mix, stride);\n }\n\n this.cumulativeWeight = currentWeight;\n },\n // apply the state of 'accu' to the binding when accus differ\n apply: function apply(accuIndex) {\n var stride = this.valueSize,\n buffer = this.buffer,\n offset = accuIndex * stride + stride,\n weight = this.cumulativeWeight,\n binding = this.binding;\n this.cumulativeWeight = 0;\n\n if (weight < 1) {\n // accuN := accuN + original * ( 1 - cumulativeWeight )\n var originalValueOffset = stride * 3;\n\n this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);\n }\n\n for (var i = stride, e = stride + stride; i !== e; ++i) {\n if (buffer[i] !== buffer[i + stride]) {\n // value has changed -> update scene graph\n binding.setValue(buffer, offset);\n break;\n }\n }\n },\n // remember the state of the bound property and copy it to both accus\n saveOriginalState: function saveOriginalState() {\n var binding = this.binding;\n var buffer = this.buffer,\n stride = this.valueSize,\n originalValueOffset = stride * 3;\n binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original\n\n for (var i = stride, e = originalValueOffset; i !== e; ++i) {\n buffer[i] = buffer[originalValueOffset + i % stride];\n }\n\n this.cumulativeWeight = 0;\n },\n // apply the state previously taken via 'saveOriginalState' to the binding\n restoreOriginalState: function restoreOriginalState() {\n var originalValueOffset = this.valueSize * 3;\n this.binding.setValue(this.buffer, originalValueOffset);\n },\n // mix functions\n _select: function _select(buffer, dstOffset, srcOffset, t, stride) {\n if (t >= 0.5) {\n for (var i = 0; i !== stride; ++i) {\n buffer[dstOffset + i] = buffer[srcOffset + i];\n }\n }\n },\n _slerp: function _slerp(buffer, dstOffset, srcOffset, t) {\n Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);\n },\n _lerp: function _lerp(buffer, dstOffset, srcOffset, t, stride) {\n var s = 1 - t;\n\n for (var i = 0; i !== stride; ++i) {\n var j = dstOffset + i;\n buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;\n }\n }\n});\n/**\n *\n * A reference to a real property in the scene graph.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n// Characters [].:/ are reserved for track binding syntax.\n\nvar RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\n\nfunction Composite(targetGroup, path, optionalParsedPath) {\n var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);\n this._targetGroup = targetGroup;\n this._bindings = targetGroup.subscribe_(path, parsedPath);\n}\n\nObject.assign(Composite.prototype, {\n getValue: function getValue(array, offset) {\n this.bind(); // bind all binding\n\n var firstValidIndex = this._targetGroup.nCachedObjects_,\n binding = this._bindings[firstValidIndex]; // and only call .getValue on the first\n\n if (binding !== undefined) binding.getValue(array, offset);\n },\n setValue: function setValue(array, offset) {\n var bindings = this._bindings;\n\n for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n bindings[i].setValue(array, offset);\n }\n },\n bind: function bind() {\n var bindings = this._bindings;\n\n for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n bindings[i].bind();\n }\n },\n unbind: function unbind() {\n var bindings = this._bindings;\n\n for (var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {\n bindings[i].unbind();\n }\n }\n});\n\nfunction PropertyBinding(rootNode, path, parsedPath) {\n this.path = path;\n this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);\n this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;\n this.rootNode = rootNode;\n}\n\nObject.assign(PropertyBinding, {\n Composite: Composite,\n create: function create(root, path, parsedPath) {\n if (!(root && root.isAnimationObjectGroup)) {\n return new PropertyBinding(root, path, parsedPath);\n } else {\n return new PropertyBinding.Composite(root, path, parsedPath);\n }\n },\n\n /**\n * Replaces spaces with underscores and removes unsupported characters from\n * node names, to ensure compatibility with parseTrackName().\n *\n * @param {string} name Node name to be sanitized.\n * @return {string}\n */\n sanitizeNodeName: function () {\n var reservedRe = new RegExp('[' + RESERVED_CHARS_RE + ']', 'g');\n return function sanitizeNodeName(name) {\n return name.replace(/\\s/g, '_').replace(reservedRe, '');\n };\n }(),\n parseTrackName: function () {\n // Attempts to allow node names from any language. ES5's `\\w` regexp matches\n // only latin characters, and the unicode \\p{L} is not yet supported. So\n // instead, we exclude reserved characters and match everything else.\n var wordChar = '[^' + RESERVED_CHARS_RE + ']';\n var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace('\\\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must\n // be matched to parse the rest of the track name.\n\n var directoryRe = /((?:WC+[\\/:])*)/.source.replace('WC', wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\n\n var nodeRe = /(WCOD+)?/.source.replace('WCOD', wordCharOrDot); // Object on target node, and accessor. May not contain reserved\n // characters. Accessor may contain any character except closing bracket.\n\n var objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace('WC', wordChar); // Property and accessor. May not contain reserved characters. Accessor may\n // contain any non-bracket characters.\n\n var propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace('WC', wordChar);\n var trackRe = new RegExp('' + '^' + directoryRe + nodeRe + objectRe + propertyRe + '$');\n var supportedObjectNames = ['material', 'materials', 'bones'];\n return function parseTrackName(trackName) {\n var matches = trackRe.exec(trackName);\n\n if (!matches) {\n throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);\n }\n\n var results = {\n // directoryName: matches[ 1 ], // (tschw) currently unused\n nodeName: matches[2],\n objectName: matches[3],\n objectIndex: matches[4],\n propertyName: matches[5],\n // required\n propertyIndex: matches[6]\n };\n var lastDot = results.nodeName && results.nodeName.lastIndexOf('.');\n\n if (lastDot !== undefined && lastDot !== -1) {\n var objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against a whitelist. Otherwise, there\n // is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n // 'bar' could be the objectName, or part of a nodeName (which can\n // include '.' characters).\n\n if (supportedObjectNames.indexOf(objectName) !== -1) {\n results.nodeName = results.nodeName.substring(0, lastDot);\n results.objectName = objectName;\n }\n }\n\n if (results.propertyName === null || results.propertyName.length === 0) {\n throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);\n }\n\n return results;\n };\n }(),\n findNode: function findNode(root, nodeName) {\n if (!nodeName || nodeName === \"\" || nodeName === \"root\" || nodeName === \".\" || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {\n return root;\n } // search into skeleton bones.\n\n\n if (root.skeleton) {\n var bone = root.skeleton.getBoneByName(nodeName);\n\n if (bone !== undefined) {\n return bone;\n }\n } // search into node subtree.\n\n\n if (root.children) {\n var searchNodeSubtree = function searchNodeSubtree(children) {\n for (var i = 0; i < children.length; i++) {\n var childNode = children[i];\n\n if (childNode.name === nodeName || childNode.uuid === nodeName) {\n return childNode;\n }\n\n var result = searchNodeSubtree(childNode.children);\n if (result) return result;\n }\n\n return null;\n };\n\n var subTreeNode = searchNodeSubtree(root.children);\n\n if (subTreeNode) {\n return subTreeNode;\n }\n }\n\n return null;\n }\n});\nObject.assign(PropertyBinding.prototype, {\n // prototype, continued\n // these are used to \"bind\" a nonexistent property\n _getValue_unavailable: function _getValue_unavailable() {},\n _setValue_unavailable: function _setValue_unavailable() {},\n BindingType: {\n Direct: 0,\n EntireArray: 1,\n ArrayElement: 2,\n HasFromToArray: 3\n },\n Versioning: {\n None: 0,\n NeedsUpdate: 1,\n MatrixWorldNeedsUpdate: 2\n },\n GetterByBindingType: [function getValue_direct(buffer, offset) {\n buffer[offset] = this.node[this.propertyName];\n }, function getValue_array(buffer, offset) {\n var source = this.resolvedProperty;\n\n for (var i = 0, n = source.length; i !== n; ++i) {\n buffer[offset++] = source[i];\n }\n }, function getValue_arrayElement(buffer, offset) {\n buffer[offset] = this.resolvedProperty[this.propertyIndex];\n }, function getValue_toArray(buffer, offset) {\n this.resolvedProperty.toArray(buffer, offset);\n }],\n SetterByBindingTypeAndVersioning: [[// Direct\n function setValue_direct(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n }, function setValue_direct_setNeedsUpdate(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n this.targetObject.needsUpdate = true;\n }, function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// EntireArray\n function setValue_array(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var i = 0, n = dest.length; i !== n; ++i) {\n dest[i] = buffer[offset++];\n }\n }, function setValue_array_setNeedsUpdate(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var i = 0, n = dest.length; i !== n; ++i) {\n dest[i] = buffer[offset++];\n }\n\n this.targetObject.needsUpdate = true;\n }, function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var i = 0, n = dest.length; i !== n; ++i) {\n dest[i] = buffer[offset++];\n }\n\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// ArrayElement\n function setValue_arrayElement(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n }, function setValue_arrayElement_setNeedsUpdate(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n this.targetObject.needsUpdate = true;\n }, function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// HasToFromArray\n function setValue_fromArray(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n }, function setValue_fromArray_setNeedsUpdate(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n this.targetObject.needsUpdate = true;\n }, function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n this.targetObject.matrixWorldNeedsUpdate = true;\n }]],\n getValue: function getValue_unbound(targetArray, offset) {\n this.bind();\n this.getValue(targetArray, offset); // Note: This class uses a State pattern on a per-method basis:\n // 'bind' sets 'this.getValue' / 'setValue' and shadows the\n // prototype version of these methods with one that represents\n // the bound state. When the property is not found, the methods\n // become no-ops.\n },\n setValue: function getValue_unbound(sourceArray, offset) {\n this.bind();\n this.setValue(sourceArray, offset);\n },\n // create getter / setter pair for a property in the scene graph\n bind: function bind() {\n var targetObject = this.node,\n parsedPath = this.parsedPath,\n objectName = parsedPath.objectName,\n propertyName = parsedPath.propertyName,\n propertyIndex = parsedPath.propertyIndex;\n\n if (!targetObject) {\n targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;\n this.node = targetObject;\n } // set fail state so we can just 'return' on error\n\n\n this.getValue = this._getValue_unavailable;\n this.setValue = this._setValue_unavailable; // ensure there is a value node\n\n if (!targetObject) {\n console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.');\n return;\n }\n\n if (objectName) {\n var objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....\n\n switch (objectName) {\n case 'materials':\n if (!targetObject.material) {\n console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);\n return;\n }\n\n if (!targetObject.material.materials) {\n console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);\n return;\n }\n\n targetObject = targetObject.material.materials;\n break;\n\n case 'bones':\n if (!targetObject.skeleton) {\n console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);\n return;\n } // potential future optimization: skip this if propertyIndex is already an integer\n // and convert the integer string to a true integer.\n\n\n targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.\n\n for (var i = 0; i < targetObject.length; i++) {\n if (targetObject[i].name === objectIndex) {\n objectIndex = i;\n break;\n }\n }\n\n break;\n\n default:\n if (targetObject[objectName] === undefined) {\n console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);\n return;\n }\n\n targetObject = targetObject[objectName];\n }\n\n if (objectIndex !== undefined) {\n if (targetObject[objectIndex] === undefined) {\n console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);\n return;\n }\n\n targetObject = targetObject[objectIndex];\n }\n } // resolve property\n\n\n var nodeProperty = targetObject[propertyName];\n\n if (nodeProperty === undefined) {\n var nodeName = parsedPath.nodeName;\n console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\\'t found.', targetObject);\n return;\n } // determine versioning scheme\n\n\n var versioning = this.Versioning.None;\n this.targetObject = targetObject;\n\n if (targetObject.needsUpdate !== undefined) {\n // material\n versioning = this.Versioning.NeedsUpdate;\n } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {\n // node transform\n versioning = this.Versioning.MatrixWorldNeedsUpdate;\n } // determine how the property gets bound\n\n\n var bindingType = this.BindingType.Direct;\n\n if (propertyIndex !== undefined) {\n // access a sub element of the property array (only primitives are supported right now)\n if (propertyName === \"morphTargetInfluences\") {\n // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n // support resolving morphTarget names into indices.\n if (!targetObject.geometry) {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);\n return;\n }\n\n if (targetObject.geometry.isBufferGeometry) {\n if (!targetObject.geometry.morphAttributes) {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);\n return;\n }\n\n for (var i = 0; i < this.node.geometry.morphAttributes.position.length; i++) {\n if (targetObject.geometry.morphAttributes.position[i].name === propertyIndex) {\n propertyIndex = i;\n break;\n }\n }\n } else {\n if (!targetObject.geometry.morphTargets) {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this);\n return;\n }\n\n for (var i = 0; i < this.node.geometry.morphTargets.length; i++) {\n if (targetObject.geometry.morphTargets[i].name === propertyIndex) {\n propertyIndex = i;\n break;\n }\n }\n }\n }\n\n bindingType = this.BindingType.ArrayElement;\n this.resolvedProperty = nodeProperty;\n this.propertyIndex = propertyIndex;\n } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {\n // must use copy for Object3D.Euler/Quaternion\n bindingType = this.BindingType.HasFromToArray;\n this.resolvedProperty = nodeProperty;\n } else if (Array.isArray(nodeProperty)) {\n bindingType = this.BindingType.EntireArray;\n this.resolvedProperty = nodeProperty;\n } else {\n this.propertyName = propertyName;\n } // select getter / setter\n\n\n this.getValue = this.GetterByBindingType[bindingType];\n this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];\n },\n unbind: function unbind() {\n this.node = null; // back to the prototype version of getValue / setValue\n // note: avoiding to mutate the shape of 'this' via 'delete'\n\n this.getValue = this._getValue_unbound;\n this.setValue = this._setValue_unbound;\n }\n}); //!\\ DECLARE ALIAS AFTER assign prototype !\n\nObject.assign(PropertyBinding.prototype, {\n // initial state of these methods that calls 'bind'\n _getValue_unbound: PropertyBinding.prototype.getValue,\n _setValue_unbound: PropertyBinding.prototype.setValue\n});\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n *\n * @author tschw\n */\n\nfunction AnimationObjectGroup() {\n this.uuid = _Math.generateUUID(); // cached objects followed by the active ones\n\n this._objects = Array.prototype.slice.call(arguments);\n this.nCachedObjects_ = 0; // threshold\n // note: read by PropertyBinding.Composite\n\n var indices = {};\n this._indicesByUUID = indices; // for bookkeeping\n\n for (var i = 0, n = arguments.length; i !== n; ++i) {\n indices[arguments[i].uuid] = i;\n }\n\n this._paths = []; // inside: string\n\n this._parsedPaths = []; // inside: { we don't care, here }\n\n this._bindings = []; // inside: Array< PropertyBinding >\n\n this._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n var scope = this;\n this.stats = {\n objects: {\n get total() {\n return scope._objects.length;\n },\n\n get inUse() {\n return this.total - scope.nCachedObjects_;\n }\n\n },\n\n get bindingsPerObject() {\n return scope._bindings.length;\n }\n\n };\n}\n\nObject.assign(AnimationObjectGroup.prototype, {\n isAnimationObjectGroup: true,\n add: function add() {\n var objects = this._objects,\n nObjects = objects.length,\n nCachedObjects = this.nCachedObjects_,\n indicesByUUID = this._indicesByUUID,\n paths = this._paths,\n parsedPaths = this._parsedPaths,\n bindings = this._bindings,\n nBindings = bindings.length,\n knownObject = undefined;\n\n for (var i = 0, n = arguments.length; i !== n; ++i) {\n var object = arguments[i],\n uuid = object.uuid,\n index = indicesByUUID[uuid];\n\n if (index === undefined) {\n // unknown object -> add it to the ACTIVE region\n index = nObjects++;\n indicesByUUID[uuid] = index;\n objects.push(object); // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));\n }\n } else if (index < nCachedObjects) {\n knownObject = objects[index]; // move existing object to the ACTIVE region\n\n var firstActiveIndex = --nCachedObjects,\n lastCachedObject = objects[firstActiveIndex];\n indicesByUUID[lastCachedObject.uuid] = index;\n objects[index] = lastCachedObject;\n indicesByUUID[uuid] = firstActiveIndex;\n objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j],\n lastCached = bindingsForPath[firstActiveIndex],\n binding = bindingsForPath[index];\n bindingsForPath[index] = lastCached;\n\n if (binding === undefined) {\n // since we do not bother to create new bindings\n // for objects that are cached, the binding may\n // or may not exist\n binding = new PropertyBinding(object, paths[j], parsedPaths[j]);\n }\n\n bindingsForPath[firstActiveIndex] = binding;\n }\n } else if (objects[index] !== knownObject) {\n console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');\n } // else the object is already where we want it to be\n\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n remove: function remove() {\n var objects = this._objects,\n nCachedObjects = this.nCachedObjects_,\n indicesByUUID = this._indicesByUUID,\n bindings = this._bindings,\n nBindings = bindings.length;\n\n for (var i = 0, n = arguments.length; i !== n; ++i) {\n var object = arguments[i],\n uuid = object.uuid,\n index = indicesByUUID[uuid];\n\n if (index !== undefined && index >= nCachedObjects) {\n // move existing object into the CACHED region\n var lastCachedIndex = nCachedObjects++,\n firstActiveObject = objects[lastCachedIndex];\n indicesByUUID[firstActiveObject.uuid] = index;\n objects[index] = firstActiveObject;\n indicesByUUID[uuid] = lastCachedIndex;\n objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j],\n firstActive = bindingsForPath[lastCachedIndex],\n binding = bindingsForPath[index];\n bindingsForPath[index] = firstActive;\n bindingsForPath[lastCachedIndex] = binding;\n }\n }\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n // remove & forget\n uncache: function uncache() {\n var objects = this._objects,\n nObjects = objects.length,\n nCachedObjects = this.nCachedObjects_,\n indicesByUUID = this._indicesByUUID,\n bindings = this._bindings,\n nBindings = bindings.length;\n\n for (var i = 0, n = arguments.length; i !== n; ++i) {\n var object = arguments[i],\n uuid = object.uuid,\n index = indicesByUUID[uuid];\n\n if (index !== undefined) {\n delete indicesByUUID[uuid];\n\n if (index < nCachedObjects) {\n // object is cached, shrink the CACHED region\n var firstActiveIndex = --nCachedObjects,\n lastCachedObject = objects[firstActiveIndex],\n lastIndex = --nObjects,\n lastObject = objects[lastIndex]; // last cached object takes this object's place\n\n indicesByUUID[lastCachedObject.uuid] = index;\n objects[index] = lastCachedObject; // last object goes to the activated slot and pop\n\n indicesByUUID[lastObject.uuid] = firstActiveIndex;\n objects[firstActiveIndex] = lastObject;\n objects.pop(); // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j],\n lastCached = bindingsForPath[firstActiveIndex],\n last = bindingsForPath[lastIndex];\n bindingsForPath[index] = lastCached;\n bindingsForPath[firstActiveIndex] = last;\n bindingsForPath.pop();\n }\n } else {\n // object is active, just swap with the last and pop\n var lastIndex = --nObjects,\n lastObject = objects[lastIndex];\n indicesByUUID[lastObject.uuid] = index;\n objects[index] = lastObject;\n objects.pop(); // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j];\n bindingsForPath[index] = bindingsForPath[lastIndex];\n bindingsForPath.pop();\n }\n } // cached or active\n\n } // if object is known\n\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n // Internal interface used by befriended PropertyBinding.Composite:\n subscribe_: function subscribe_(path, parsedPath) {\n // returns an array of bindings for the given path that is changed\n // according to the contained objects in the group\n var indicesByPath = this._bindingsIndicesByPath,\n index = indicesByPath[path],\n bindings = this._bindings;\n if (index !== undefined) return bindings[index];\n var paths = this._paths,\n parsedPaths = this._parsedPaths,\n objects = this._objects,\n nObjects = objects.length,\n nCachedObjects = this.nCachedObjects_,\n bindingsForPath = new Array(nObjects);\n index = bindings.length;\n indicesByPath[path] = index;\n paths.push(path);\n parsedPaths.push(parsedPath);\n bindings.push(bindingsForPath);\n\n for (var i = nCachedObjects, n = objects.length; i !== n; ++i) {\n var object = objects[i];\n bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);\n }\n\n return bindingsForPath;\n },\n unsubscribe_: function unsubscribe_(path) {\n // tells the group to forget about a property path and no longer\n // update the array previously obtained with 'subscribe_'\n var indicesByPath = this._bindingsIndicesByPath,\n index = indicesByPath[path];\n\n if (index !== undefined) {\n var paths = this._paths,\n parsedPaths = this._parsedPaths,\n bindings = this._bindings,\n lastBindingsIndex = bindings.length - 1,\n lastBindings = bindings[lastBindingsIndex],\n lastBindingsPath = path[lastBindingsIndex];\n indicesByPath[lastBindingsPath] = index;\n bindings[index] = lastBindings;\n bindings.pop();\n parsedPaths[index] = parsedPaths[lastBindingsIndex];\n parsedPaths.pop();\n paths[index] = paths[lastBindingsIndex];\n paths.pop();\n }\n }\n});\n/**\n *\n * Action provided by AnimationMixer for scheduling clip playback on specific\n * objects.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n *\n */\n\nfunction AnimationAction(mixer, clip, localRoot) {\n this._mixer = mixer;\n this._clip = clip;\n this._localRoot = localRoot || null;\n var tracks = clip.tracks,\n nTracks = tracks.length,\n interpolants = new Array(nTracks);\n var interpolantSettings = {\n endingStart: ZeroCurvatureEnding,\n endingEnd: ZeroCurvatureEnding\n };\n\n for (var i = 0; i !== nTracks; ++i) {\n var interpolant = tracks[i].createInterpolant(null);\n interpolants[i] = interpolant;\n interpolant.settings = interpolantSettings;\n }\n\n this._interpolantSettings = interpolantSettings;\n this._interpolants = interpolants; // bound by the mixer\n // inside: PropertyMixer (managed by the mixer)\n\n this._propertyBindings = new Array(nTracks);\n this._cacheIndex = null; // for the memory manager\n\n this._byClipCacheIndex = null; // for the memory manager\n\n this._timeScaleInterpolant = null;\n this._weightInterpolant = null;\n this.loop = LoopRepeat;\n this._loopCount = -1; // global mixer time when the action is to be started\n // it's set back to 'null' upon start of the action\n\n this._startTime = null; // scaled local time of the action\n // gets clamped or wrapped to 0..clip.duration according to loop\n\n this.time = 0;\n this.timeScale = 1;\n this._effectiveTimeScale = 1;\n this.weight = 1;\n this._effectiveWeight = 1;\n this.repetitions = Infinity; // no. of repetitions when looping\n\n this.paused = false; // true -> zero effective time scale\n\n this.enabled = true; // false -> zero effective weight\n\n this.clampWhenFinished = false; // keep feeding the last frame?\n\n this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate\n\n this.zeroSlopeAtEnd = true; // clips for start, loop and end\n}\n\nObject.assign(AnimationAction.prototype, {\n // State & Scheduling\n play: function play() {\n this._mixer._activateAction(this);\n\n return this;\n },\n stop: function stop() {\n this._mixer._deactivateAction(this);\n\n return this.reset();\n },\n reset: function reset() {\n this.paused = false;\n this.enabled = true;\n this.time = 0; // restart clip\n\n this._loopCount = -1; // forget previous loops\n\n this._startTime = null; // forget scheduling\n\n return this.stopFading().stopWarping();\n },\n isRunning: function isRunning() {\n return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);\n },\n // return true when play has been called\n isScheduled: function isScheduled() {\n return this._mixer._isActiveAction(this);\n },\n startAt: function startAt(time) {\n this._startTime = time;\n return this;\n },\n setLoop: function setLoop(mode, repetitions) {\n this.loop = mode;\n this.repetitions = repetitions;\n return this;\n },\n // Weight\n // set the weight stopping any scheduled fading\n // although .enabled = false yields an effective weight of zero, this\n // method does *not* change .enabled, because it would be confusing\n setEffectiveWeight: function setEffectiveWeight(weight) {\n this.weight = weight; // note: same logic as when updated at runtime\n\n this._effectiveWeight = this.enabled ? weight : 0;\n return this.stopFading();\n },\n // return the weight considering fading and .enabled\n getEffectiveWeight: function getEffectiveWeight() {\n return this._effectiveWeight;\n },\n fadeIn: function fadeIn(duration) {\n return this._scheduleFading(duration, 0, 1);\n },\n fadeOut: function fadeOut(duration) {\n return this._scheduleFading(duration, 1, 0);\n },\n crossFadeFrom: function crossFadeFrom(fadeOutAction, duration, warp) {\n fadeOutAction.fadeOut(duration);\n this.fadeIn(duration);\n\n if (warp) {\n var fadeInDuration = this._clip.duration,\n fadeOutDuration = fadeOutAction._clip.duration,\n startEndRatio = fadeOutDuration / fadeInDuration,\n endStartRatio = fadeInDuration / fadeOutDuration;\n fadeOutAction.warp(1.0, startEndRatio, duration);\n this.warp(endStartRatio, 1.0, duration);\n }\n\n return this;\n },\n crossFadeTo: function crossFadeTo(fadeInAction, duration, warp) {\n return fadeInAction.crossFadeFrom(this, duration, warp);\n },\n stopFading: function stopFading() {\n var weightInterpolant = this._weightInterpolant;\n\n if (weightInterpolant !== null) {\n this._weightInterpolant = null;\n\n this._mixer._takeBackControlInterpolant(weightInterpolant);\n }\n\n return this;\n },\n // Time Scale Control\n // set the time scale stopping any scheduled warping\n // although .paused = true yields an effective time scale of zero, this\n // method does *not* change .paused, because it would be confusing\n setEffectiveTimeScale: function setEffectiveTimeScale(timeScale) {\n this.timeScale = timeScale;\n this._effectiveTimeScale = this.paused ? 0 : timeScale;\n return this.stopWarping();\n },\n // return the time scale considering warping and .paused\n getEffectiveTimeScale: function getEffectiveTimeScale() {\n return this._effectiveTimeScale;\n },\n setDuration: function setDuration(duration) {\n this.timeScale = this._clip.duration / duration;\n return this.stopWarping();\n },\n syncWith: function syncWith(action) {\n this.time = action.time;\n this.timeScale = action.timeScale;\n return this.stopWarping();\n },\n halt: function halt(duration) {\n return this.warp(this._effectiveTimeScale, 0, duration);\n },\n warp: function warp(startTimeScale, endTimeScale, duration) {\n var mixer = this._mixer,\n now = mixer.time,\n interpolant = this._timeScaleInterpolant,\n timeScale = this.timeScale;\n\n if (interpolant === null) {\n interpolant = mixer._lendControlInterpolant();\n this._timeScaleInterpolant = interpolant;\n }\n\n var times = interpolant.parameterPositions,\n values = interpolant.sampleValues;\n times[0] = now;\n times[1] = now + duration;\n values[0] = startTimeScale / timeScale;\n values[1] = endTimeScale / timeScale;\n return this;\n },\n stopWarping: function stopWarping() {\n var timeScaleInterpolant = this._timeScaleInterpolant;\n\n if (timeScaleInterpolant !== null) {\n this._timeScaleInterpolant = null;\n\n this._mixer._takeBackControlInterpolant(timeScaleInterpolant);\n }\n\n return this;\n },\n // Object Accessors\n getMixer: function getMixer() {\n return this._mixer;\n },\n getClip: function getClip() {\n return this._clip;\n },\n getRoot: function getRoot() {\n return this._localRoot || this._mixer._root;\n },\n // Interna\n _update: function _update(time, deltaTime, timeDirection, accuIndex) {\n // called by the mixer\n if (!this.enabled) {\n // call ._updateWeight() to update ._effectiveWeight\n this._updateWeight(time);\n\n return;\n }\n\n var startTime = this._startTime;\n\n if (startTime !== null) {\n // check for scheduled start of action\n var timeRunning = (time - startTime) * timeDirection;\n\n if (timeRunning < 0 || timeDirection === 0) {\n return; // yet to come / don't decide when delta = 0\n } // start\n\n\n this._startTime = null; // unschedule\n\n deltaTime = timeDirection * timeRunning;\n } // apply time scale and advance time\n\n\n deltaTime *= this._updateTimeScale(time);\n\n var clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in\n // an effective weight of 0\n\n\n var weight = this._updateWeight(time);\n\n if (weight > 0) {\n var interpolants = this._interpolants;\n var propertyMixers = this._propertyBindings;\n\n for (var j = 0, m = interpolants.length; j !== m; ++j) {\n interpolants[j].evaluate(clipTime);\n propertyMixers[j].accumulate(accuIndex, weight);\n }\n }\n },\n _updateWeight: function _updateWeight(time) {\n var weight = 0;\n\n if (this.enabled) {\n weight = this.weight;\n var interpolant = this._weightInterpolant;\n\n if (interpolant !== null) {\n var interpolantValue = interpolant.evaluate(time)[0];\n weight *= interpolantValue;\n\n if (time > interpolant.parameterPositions[1]) {\n this.stopFading();\n\n if (interpolantValue === 0) {\n // faded out, disable\n this.enabled = false;\n }\n }\n }\n }\n\n this._effectiveWeight = weight;\n return weight;\n },\n _updateTimeScale: function _updateTimeScale(time) {\n var timeScale = 0;\n\n if (!this.paused) {\n timeScale = this.timeScale;\n var interpolant = this._timeScaleInterpolant;\n\n if (interpolant !== null) {\n var interpolantValue = interpolant.evaluate(time)[0];\n timeScale *= interpolantValue;\n\n if (time > interpolant.parameterPositions[1]) {\n this.stopWarping();\n\n if (timeScale === 0) {\n // motion has halted, pause\n this.paused = true;\n } else {\n // warp done - apply final time scale\n this.timeScale = timeScale;\n }\n }\n }\n }\n\n this._effectiveTimeScale = timeScale;\n return timeScale;\n },\n _updateTime: function _updateTime(deltaTime) {\n var time = this.time + deltaTime;\n var duration = this._clip.duration;\n var loop = this.loop;\n var loopCount = this._loopCount;\n var pingPong = loop === LoopPingPong;\n\n if (deltaTime === 0) {\n if (loopCount === -1) return time;\n return pingPong && (loopCount & 1) === 1 ? duration - time : time;\n }\n\n if (loop === LoopOnce) {\n if (loopCount === -1) {\n // just started\n this._loopCount = 0;\n\n this._setEndings(true, true, false);\n }\n\n handle_stop: {\n if (time >= duration) {\n time = duration;\n } else if (time < 0) {\n time = 0;\n } else break handle_stop;\n\n if (this.clampWhenFinished) this.paused = true;else this.enabled = false;\n\n this._mixer.dispatchEvent({\n type: 'finished',\n action: this,\n direction: deltaTime < 0 ? -1 : 1\n });\n }\n } else {\n // repetitive Repeat or PingPong\n if (loopCount === -1) {\n // just started\n if (deltaTime >= 0) {\n loopCount = 0;\n\n this._setEndings(true, this.repetitions === 0, pingPong);\n } else {\n // when looping in reverse direction, the initial\n // transition through zero counts as a repetition,\n // so leave loopCount at -1\n this._setEndings(this.repetitions === 0, true, pingPong);\n }\n }\n\n if (time >= duration || time < 0) {\n // wrap around\n var loopDelta = Math.floor(time / duration); // signed\n\n time -= duration * loopDelta;\n loopCount += Math.abs(loopDelta);\n var pending = this.repetitions - loopCount;\n\n if (pending <= 0) {\n // have to stop (switch state, clamp time, fire event)\n if (this.clampWhenFinished) this.paused = true;else this.enabled = false;\n time = deltaTime > 0 ? duration : 0;\n\n this._mixer.dispatchEvent({\n type: 'finished',\n action: this,\n direction: deltaTime > 0 ? 1 : -1\n });\n } else {\n // keep running\n if (pending === 1) {\n // entering the last round\n var atStart = deltaTime < 0;\n\n this._setEndings(atStart, !atStart, pingPong);\n } else {\n this._setEndings(false, false, pingPong);\n }\n\n this._loopCount = loopCount;\n\n this._mixer.dispatchEvent({\n type: 'loop',\n action: this,\n loopDelta: loopDelta\n });\n }\n }\n\n if (pingPong && (loopCount & 1) === 1) {\n // invert time for the \"pong round\"\n this.time = time;\n return duration - time;\n }\n }\n\n this.time = time;\n return time;\n },\n _setEndings: function _setEndings(atStart, atEnd, pingPong) {\n var settings = this._interpolantSettings;\n\n if (pingPong) {\n settings.endingStart = ZeroSlopeEnding;\n settings.endingEnd = ZeroSlopeEnding;\n } else {\n // assuming for LoopOnce atStart == atEnd == true\n if (atStart) {\n settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n } else {\n settings.endingStart = WrapAroundEnding;\n }\n\n if (atEnd) {\n settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n } else {\n settings.endingEnd = WrapAroundEnding;\n }\n }\n },\n _scheduleFading: function _scheduleFading(duration, weightNow, weightThen) {\n var mixer = this._mixer,\n now = mixer.time,\n interpolant = this._weightInterpolant;\n\n if (interpolant === null) {\n interpolant = mixer._lendControlInterpolant();\n this._weightInterpolant = interpolant;\n }\n\n var times = interpolant.parameterPositions,\n values = interpolant.sampleValues;\n times[0] = now;\n values[0] = weightNow;\n times[1] = now + duration;\n values[1] = weightThen;\n return this;\n }\n});\n/**\n *\n * Player for AnimationClips.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction AnimationMixer(root) {\n this._root = root;\n\n this._initMemoryManager();\n\n this._accuIndex = 0;\n this.time = 0;\n this.timeScale = 1.0;\n}\n\nAnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: AnimationMixer,\n _bindAction: function _bindAction(action, prototypeAction) {\n var root = action._localRoot || this._root,\n tracks = action._clip.tracks,\n nTracks = tracks.length,\n bindings = action._propertyBindings,\n interpolants = action._interpolants,\n rootUuid = root.uuid,\n bindingsByRoot = this._bindingsByRootAndName,\n bindingsByName = bindingsByRoot[rootUuid];\n\n if (bindingsByName === undefined) {\n bindingsByName = {};\n bindingsByRoot[rootUuid] = bindingsByName;\n }\n\n for (var i = 0; i !== nTracks; ++i) {\n var track = tracks[i],\n trackName = track.name,\n binding = bindingsByName[trackName];\n\n if (binding !== undefined) {\n bindings[i] = binding;\n } else {\n binding = bindings[i];\n\n if (binding !== undefined) {\n // existing binding, make sure the cache knows\n if (binding._cacheIndex === null) {\n ++binding.referenceCount;\n\n this._addInactiveBinding(binding, rootUuid, trackName);\n }\n\n continue;\n }\n\n var path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;\n binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());\n ++binding.referenceCount;\n\n this._addInactiveBinding(binding, rootUuid, trackName);\n\n bindings[i] = binding;\n }\n\n interpolants[i].resultBuffer = binding.buffer;\n }\n },\n _activateAction: function _activateAction(action) {\n if (!this._isActiveAction(action)) {\n if (action._cacheIndex === null) {\n // this action has been forgotten by the cache, but the user\n // appears to be still using it -> rebind\n var rootUuid = (action._localRoot || this._root).uuid,\n clipUuid = action._clip.uuid,\n actionsForClip = this._actionsByClip[clipUuid];\n\n this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);\n\n this._addInactiveAction(action, clipUuid, rootUuid);\n }\n\n var bindings = action._propertyBindings; // increment reference counts / sort out state\n\n for (var i = 0, n = bindings.length; i !== n; ++i) {\n var binding = bindings[i];\n\n if (binding.useCount++ === 0) {\n this._lendBinding(binding);\n\n binding.saveOriginalState();\n }\n }\n\n this._lendAction(action);\n }\n },\n _deactivateAction: function _deactivateAction(action) {\n if (this._isActiveAction(action)) {\n var bindings = action._propertyBindings; // decrement reference counts / sort out state\n\n for (var i = 0, n = bindings.length; i !== n; ++i) {\n var binding = bindings[i];\n\n if (--binding.useCount === 0) {\n binding.restoreOriginalState();\n\n this._takeBackBinding(binding);\n }\n }\n\n this._takeBackAction(action);\n }\n },\n // Memory manager\n _initMemoryManager: function _initMemoryManager() {\n this._actions = []; // 'nActiveActions' followed by inactive ones\n\n this._nActiveActions = 0;\n this._actionsByClip = {}; // inside:\n // {\n // \tknownActions: Array< AnimationAction > - used as prototypes\n // \tactionByRoot: AnimationAction - lookup\n // }\n\n this._bindings = []; // 'nActiveBindings' followed by inactive ones\n\n this._nActiveBindings = 0;\n this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n this._controlInterpolants = []; // same game as above\n\n this._nActiveControlInterpolants = 0;\n var scope = this;\n this.stats = {\n actions: {\n get total() {\n return scope._actions.length;\n },\n\n get inUse() {\n return scope._nActiveActions;\n }\n\n },\n bindings: {\n get total() {\n return scope._bindings.length;\n },\n\n get inUse() {\n return scope._nActiveBindings;\n }\n\n },\n controlInterpolants: {\n get total() {\n return scope._controlInterpolants.length;\n },\n\n get inUse() {\n return scope._nActiveControlInterpolants;\n }\n\n }\n };\n },\n // Memory management for AnimationAction objects\n _isActiveAction: function _isActiveAction(action) {\n var index = action._cacheIndex;\n return index !== null && index < this._nActiveActions;\n },\n _addInactiveAction: function _addInactiveAction(action, clipUuid, rootUuid) {\n var actions = this._actions,\n actionsByClip = this._actionsByClip,\n actionsForClip = actionsByClip[clipUuid];\n\n if (actionsForClip === undefined) {\n actionsForClip = {\n knownActions: [action],\n actionByRoot: {}\n };\n action._byClipCacheIndex = 0;\n actionsByClip[clipUuid] = actionsForClip;\n } else {\n var knownActions = actionsForClip.knownActions;\n action._byClipCacheIndex = knownActions.length;\n knownActions.push(action);\n }\n\n action._cacheIndex = actions.length;\n actions.push(action);\n actionsForClip.actionByRoot[rootUuid] = action;\n },\n _removeInactiveAction: function _removeInactiveAction(action) {\n var actions = this._actions,\n lastInactiveAction = actions[actions.length - 1],\n cacheIndex = action._cacheIndex;\n lastInactiveAction._cacheIndex = cacheIndex;\n actions[cacheIndex] = lastInactiveAction;\n actions.pop();\n action._cacheIndex = null;\n var clipUuid = action._clip.uuid,\n actionsByClip = this._actionsByClip,\n actionsForClip = actionsByClip[clipUuid],\n knownActionsForClip = actionsForClip.knownActions,\n lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],\n byClipCacheIndex = action._byClipCacheIndex;\n lastKnownAction._byClipCacheIndex = byClipCacheIndex;\n knownActionsForClip[byClipCacheIndex] = lastKnownAction;\n knownActionsForClip.pop();\n action._byClipCacheIndex = null;\n var actionByRoot = actionsForClip.actionByRoot,\n rootUuid = (action._localRoot || this._root).uuid;\n delete actionByRoot[rootUuid];\n\n if (knownActionsForClip.length === 0) {\n delete actionsByClip[clipUuid];\n }\n\n this._removeInactiveBindingsForAction(action);\n },\n _removeInactiveBindingsForAction: function _removeInactiveBindingsForAction(action) {\n var bindings = action._propertyBindings;\n\n for (var i = 0, n = bindings.length; i !== n; ++i) {\n var binding = bindings[i];\n\n if (--binding.referenceCount === 0) {\n this._removeInactiveBinding(binding);\n }\n }\n },\n _lendAction: function _lendAction(action) {\n // [ active actions | inactive actions ]\n // [ active actions >| inactive actions ]\n // s a\n // <-swap->\n // a s\n var actions = this._actions,\n prevIndex = action._cacheIndex,\n lastActiveIndex = this._nActiveActions++,\n firstInactiveAction = actions[lastActiveIndex];\n action._cacheIndex = lastActiveIndex;\n actions[lastActiveIndex] = action;\n firstInactiveAction._cacheIndex = prevIndex;\n actions[prevIndex] = firstInactiveAction;\n },\n _takeBackAction: function _takeBackAction(action) {\n // [ active actions | inactive actions ]\n // [ active actions |< inactive actions ]\n // a s\n // <-swap->\n // s a\n var actions = this._actions,\n prevIndex = action._cacheIndex,\n firstInactiveIndex = --this._nActiveActions,\n lastActiveAction = actions[firstInactiveIndex];\n action._cacheIndex = firstInactiveIndex;\n actions[firstInactiveIndex] = action;\n lastActiveAction._cacheIndex = prevIndex;\n actions[prevIndex] = lastActiveAction;\n },\n // Memory management for PropertyMixer objects\n _addInactiveBinding: function _addInactiveBinding(binding, rootUuid, trackName) {\n var bindingsByRoot = this._bindingsByRootAndName,\n bindingByName = bindingsByRoot[rootUuid],\n bindings = this._bindings;\n\n if (bindingByName === undefined) {\n bindingByName = {};\n bindingsByRoot[rootUuid] = bindingByName;\n }\n\n bindingByName[trackName] = binding;\n binding._cacheIndex = bindings.length;\n bindings.push(binding);\n },\n _removeInactiveBinding: function _removeInactiveBinding(binding) {\n var bindings = this._bindings,\n propBinding = binding.binding,\n rootUuid = propBinding.rootNode.uuid,\n trackName = propBinding.path,\n bindingsByRoot = this._bindingsByRootAndName,\n bindingByName = bindingsByRoot[rootUuid],\n lastInactiveBinding = bindings[bindings.length - 1],\n cacheIndex = binding._cacheIndex;\n lastInactiveBinding._cacheIndex = cacheIndex;\n bindings[cacheIndex] = lastInactiveBinding;\n bindings.pop();\n delete bindingByName[trackName];\n\n remove_empty_map: {\n for (var _ in bindingByName) {\n break remove_empty_map;\n } // eslint-disable-line no-unused-vars\n\n\n delete bindingsByRoot[rootUuid];\n }\n },\n _lendBinding: function _lendBinding(binding) {\n var bindings = this._bindings,\n prevIndex = binding._cacheIndex,\n lastActiveIndex = this._nActiveBindings++,\n firstInactiveBinding = bindings[lastActiveIndex];\n binding._cacheIndex = lastActiveIndex;\n bindings[lastActiveIndex] = binding;\n firstInactiveBinding._cacheIndex = prevIndex;\n bindings[prevIndex] = firstInactiveBinding;\n },\n _takeBackBinding: function _takeBackBinding(binding) {\n var bindings = this._bindings,\n prevIndex = binding._cacheIndex,\n firstInactiveIndex = --this._nActiveBindings,\n lastActiveBinding = bindings[firstInactiveIndex];\n binding._cacheIndex = firstInactiveIndex;\n bindings[firstInactiveIndex] = binding;\n lastActiveBinding._cacheIndex = prevIndex;\n bindings[prevIndex] = lastActiveBinding;\n },\n // Memory management of Interpolants for weight and time scale\n _lendControlInterpolant: function _lendControlInterpolant() {\n var interpolants = this._controlInterpolants,\n lastActiveIndex = this._nActiveControlInterpolants++,\n interpolant = interpolants[lastActiveIndex];\n\n if (interpolant === undefined) {\n interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);\n interpolant.__cacheIndex = lastActiveIndex;\n interpolants[lastActiveIndex] = interpolant;\n }\n\n return interpolant;\n },\n _takeBackControlInterpolant: function _takeBackControlInterpolant(interpolant) {\n var interpolants = this._controlInterpolants,\n prevIndex = interpolant.__cacheIndex,\n firstInactiveIndex = --this._nActiveControlInterpolants,\n lastActiveInterpolant = interpolants[firstInactiveIndex];\n interpolant.__cacheIndex = firstInactiveIndex;\n interpolants[firstInactiveIndex] = interpolant;\n lastActiveInterpolant.__cacheIndex = prevIndex;\n interpolants[prevIndex] = lastActiveInterpolant;\n },\n _controlInterpolantsResultBuffer: new Float32Array(1),\n // return an action for a clip optionally using a custom root target\n // object (this method allocates a lot of dynamic memory in case a\n // previously unknown clip/root combination is specified)\n clipAction: function clipAction(clip, optionalRoot) {\n var root = optionalRoot || this._root,\n rootUuid = root.uuid,\n clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,\n clipUuid = clipObject !== null ? clipObject.uuid : clip,\n actionsForClip = this._actionsByClip[clipUuid],\n prototypeAction = null;\n\n if (actionsForClip !== undefined) {\n var existingAction = actionsForClip.actionByRoot[rootUuid];\n\n if (existingAction !== undefined) {\n return existingAction;\n } // we know the clip, so we don't have to parse all\n // the bindings again but can just copy\n\n\n prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action\n\n if (clipObject === null) clipObject = prototypeAction._clip;\n } // clip must be known when specified via string\n\n\n if (clipObject === null) return null; // allocate all resources required to run it\n\n var newAction = new AnimationAction(this, clipObject, optionalRoot);\n\n this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager\n\n\n this._addInactiveAction(newAction, clipUuid, rootUuid);\n\n return newAction;\n },\n // get an existing action\n existingAction: function existingAction(clip, optionalRoot) {\n var root = optionalRoot || this._root,\n rootUuid = root.uuid,\n clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,\n clipUuid = clipObject ? clipObject.uuid : clip,\n actionsForClip = this._actionsByClip[clipUuid];\n\n if (actionsForClip !== undefined) {\n return actionsForClip.actionByRoot[rootUuid] || null;\n }\n\n return null;\n },\n // deactivates all previously scheduled actions\n stopAllAction: function stopAllAction() {\n var actions = this._actions,\n nActions = this._nActiveActions,\n bindings = this._bindings,\n nBindings = this._nActiveBindings;\n this._nActiveActions = 0;\n this._nActiveBindings = 0;\n\n for (var i = 0; i !== nActions; ++i) {\n actions[i].reset();\n }\n\n for (var i = 0; i !== nBindings; ++i) {\n bindings[i].useCount = 0;\n }\n\n return this;\n },\n // advance the time and update apply the animation\n update: function update(deltaTime) {\n deltaTime *= this.timeScale;\n var actions = this._actions,\n nActions = this._nActiveActions,\n time = this.time += deltaTime,\n timeDirection = Math.sign(deltaTime),\n accuIndex = this._accuIndex ^= 1; // run active actions\n\n for (var i = 0; i !== nActions; ++i) {\n var action = actions[i];\n\n action._update(time, deltaTime, timeDirection, accuIndex);\n } // update scene graph\n\n\n var bindings = this._bindings,\n nBindings = this._nActiveBindings;\n\n for (var i = 0; i !== nBindings; ++i) {\n bindings[i].apply(accuIndex);\n }\n\n return this;\n },\n // return this mixer's root target object\n getRoot: function getRoot() {\n return this._root;\n },\n // free all resources specific to a particular clip\n uncacheClip: function uncacheClip(clip) {\n var actions = this._actions,\n clipUuid = clip.uuid,\n actionsByClip = this._actionsByClip,\n actionsForClip = actionsByClip[clipUuid];\n\n if (actionsForClip !== undefined) {\n // note: just calling _removeInactiveAction would mess up the\n // iteration state and also require updating the state we can\n // just throw away\n var actionsToRemove = actionsForClip.knownActions;\n\n for (var i = 0, n = actionsToRemove.length; i !== n; ++i) {\n var action = actionsToRemove[i];\n\n this._deactivateAction(action);\n\n var cacheIndex = action._cacheIndex,\n lastInactiveAction = actions[actions.length - 1];\n action._cacheIndex = null;\n action._byClipCacheIndex = null;\n lastInactiveAction._cacheIndex = cacheIndex;\n actions[cacheIndex] = lastInactiveAction;\n actions.pop();\n\n this._removeInactiveBindingsForAction(action);\n }\n\n delete actionsByClip[clipUuid];\n }\n },\n // free all resources specific to a particular root target object\n uncacheRoot: function uncacheRoot(root) {\n var rootUuid = root.uuid,\n actionsByClip = this._actionsByClip;\n\n for (var clipUuid in actionsByClip) {\n var actionByRoot = actionsByClip[clipUuid].actionByRoot,\n action = actionByRoot[rootUuid];\n\n if (action !== undefined) {\n this._deactivateAction(action);\n\n this._removeInactiveAction(action);\n }\n }\n\n var bindingsByRoot = this._bindingsByRootAndName,\n bindingByName = bindingsByRoot[rootUuid];\n\n if (bindingByName !== undefined) {\n for (var trackName in bindingByName) {\n var binding = bindingByName[trackName];\n binding.restoreOriginalState();\n\n this._removeInactiveBinding(binding);\n }\n }\n },\n // remove a targeted clip from the cache\n uncacheAction: function uncacheAction(clip, optionalRoot) {\n var action = this.existingAction(clip, optionalRoot);\n\n if (action !== null) {\n this._deactivateAction(action);\n\n this._removeInactiveAction(action);\n }\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Uniform(value) {\n if (typeof value === 'string') {\n console.warn('THREE.Uniform: Type parameter is no longer needed.');\n value = arguments[1];\n }\n\n this.value = value;\n}\n\nUniform.prototype.clone = function () {\n return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());\n};\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\n\nfunction InstancedBufferGeometry() {\n BufferGeometry.call(this);\n this.type = 'InstancedBufferGeometry';\n this.maxInstancedCount = undefined;\n}\n\nInstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {\n constructor: InstancedBufferGeometry,\n isInstancedBufferGeometry: true,\n copy: function copy(source) {\n BufferGeometry.prototype.copy.call(this, source);\n this.maxInstancedCount = source.maxInstancedCount;\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n }\n});\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedInterleavedBuffer(array, stride, meshPerAttribute) {\n InterleavedBuffer.call(this, array, stride);\n this.meshPerAttribute = meshPerAttribute || 1;\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {\n constructor: InstancedInterleavedBuffer,\n isInstancedInterleavedBuffer: true,\n copy: function copy(source) {\n InterleavedBuffer.prototype.copy.call(this, source);\n this.meshPerAttribute = source.meshPerAttribute;\n return this;\n }\n});\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {\n if (typeof normalized === 'number') {\n meshPerAttribute = normalized;\n normalized = false;\n console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');\n }\n\n BufferAttribute.call(this, array, itemSize, normalized);\n this.meshPerAttribute = meshPerAttribute || 1;\n}\n\nInstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {\n constructor: InstancedBufferAttribute,\n isInstancedBufferAttribute: true,\n copy: function copy(source) {\n BufferAttribute.prototype.copy.call(this, source);\n this.meshPerAttribute = source.meshPerAttribute;\n return this;\n }\n});\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author bhouston / http://clara.io/\n * @author stephomi / http://stephaneginier.com/\n */\n\nfunction Raycaster(origin, direction, near, far) {\n this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)\n\n this.near = near || 0;\n this.far = far || Infinity;\n this.params = {\n Mesh: {},\n Line: {},\n LOD: {},\n Points: {\n threshold: 1\n },\n Sprite: {}\n };\n Object.defineProperties(this.params, {\n PointCloud: {\n get: function get() {\n console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.');\n return this.Points;\n }\n }\n });\n}\n\nfunction ascSort(a, b) {\n return a.distance - b.distance;\n}\n\nfunction _intersectObject(object, raycaster, intersects, recursive) {\n if (object.visible === false) return;\n object.raycast(raycaster, intersects);\n\n if (recursive === true) {\n var children = object.children;\n\n for (var i = 0, l = children.length; i < l; i++) {\n _intersectObject(children[i], raycaster, intersects, true);\n }\n }\n}\n\nObject.assign(Raycaster.prototype, {\n linePrecision: 1,\n set: function set(origin, direction) {\n // direction is assumed to be normalized (for accurate distance calculations)\n this.ray.set(origin, direction);\n },\n setFromCamera: function setFromCamera(coords, camera) {\n if (camera && camera.isPerspectiveCamera) {\n this.ray.origin.setFromMatrixPosition(camera.matrixWorld);\n this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();\n } else if (camera && camera.isOrthographicCamera) {\n this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera\n\n this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);\n } else {\n console.error('THREE.Raycaster: Unsupported camera type.');\n }\n },\n intersectObject: function intersectObject(object, recursive, optionalTarget) {\n var intersects = optionalTarget || [];\n\n _intersectObject(object, this, intersects, recursive);\n\n intersects.sort(ascSort);\n return intersects;\n },\n intersectObjects: function intersectObjects(objects, recursive, optionalTarget) {\n var intersects = optionalTarget || [];\n\n if (Array.isArray(objects) === false) {\n console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');\n return intersects;\n }\n\n for (var i = 0, l = objects.length; i < l; i++) {\n _intersectObject(objects[i], this, intersects, recursive);\n }\n\n intersects.sort(ascSort);\n return intersects;\n }\n});\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axiz.\n */\n\nfunction Spherical(radius, phi, theta) {\n this.radius = radius !== undefined ? radius : 1.0;\n this.phi = phi !== undefined ? phi : 0; // polar angle\n\n this.theta = theta !== undefined ? theta : 0; // azimuthal angle\n\n return this;\n}\n\nObject.assign(Spherical.prototype, {\n set: function set(radius, phi, theta) {\n this.radius = radius;\n this.phi = phi;\n this.theta = theta;\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(other) {\n this.radius = other.radius;\n this.phi = other.phi;\n this.theta = other.theta;\n return this;\n },\n // restrict phi to be betwee EPS and PI-EPS\n makeSafe: function makeSafe() {\n var EPS = 0.000001;\n this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));\n return this;\n },\n setFromVector3: function setFromVector3(v) {\n return this.setFromCartesianCoords(v.x, v.y, v.z);\n },\n setFromCartesianCoords: function setFromCartesianCoords(x, y, z) {\n this.radius = Math.sqrt(x * x + y * y + z * z);\n\n if (this.radius === 0) {\n this.theta = 0;\n this.phi = 0;\n } else {\n this.theta = Math.atan2(x, z);\n this.phi = Math.acos(_Math.clamp(y / this.radius, -1, 1));\n }\n\n return this;\n }\n});\n/**\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n *\n */\n\nfunction Cylindrical(radius, theta, y) {\n this.radius = radius !== undefined ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\n this.theta = theta !== undefined ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\n this.y = y !== undefined ? y : 0; // height above the x-z plane\n\n return this;\n}\n\nObject.assign(Cylindrical.prototype, {\n set: function set(radius, theta, y) {\n this.radius = radius;\n this.theta = theta;\n this.y = y;\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(other) {\n this.radius = other.radius;\n this.theta = other.theta;\n this.y = other.y;\n return this;\n },\n setFromVector3: function setFromVector3(v) {\n return this.setFromCartesianCoords(v.x, v.y, v.z);\n },\n setFromCartesianCoords: function setFromCartesianCoords(x, y, z) {\n this.radius = Math.sqrt(x * x + z * z);\n this.theta = Math.atan2(x, z);\n this.y = y;\n return this;\n }\n});\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Box2(min, max) {\n this.min = min !== undefined ? min : new Vector2(+Infinity, +Infinity);\n this.max = max !== undefined ? max : new Vector2(-Infinity, -Infinity);\n}\n\nObject.assign(Box2.prototype, {\n set: function set(min, max) {\n this.min.copy(min);\n this.max.copy(max);\n return this;\n },\n setFromPoints: function setFromPoints(points) {\n this.makeEmpty();\n\n for (var i = 0, il = points.length; i < il; i++) {\n this.expandByPoint(points[i]);\n }\n\n return this;\n },\n setFromCenterAndSize: function () {\n var v1 = new Vector2();\n return function setFromCenterAndSize(center, size) {\n var halfSize = v1.copy(size).multiplyScalar(0.5);\n this.min.copy(center).sub(halfSize);\n this.max.copy(center).add(halfSize);\n return this;\n };\n }(),\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(box) {\n this.min.copy(box.min);\n this.max.copy(box.max);\n return this;\n },\n makeEmpty: function makeEmpty() {\n this.min.x = this.min.y = +Infinity;\n this.max.x = this.max.y = -Infinity;\n return this;\n },\n isEmpty: function isEmpty() {\n // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n return this.max.x < this.min.x || this.max.y < this.min.y;\n },\n getCenter: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .getCenter() target is now required');\n target = new Vector2();\n }\n\n return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n },\n getSize: function getSize(target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .getSize() target is now required');\n target = new Vector2();\n }\n\n return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);\n },\n expandByPoint: function expandByPoint(point) {\n this.min.min(point);\n this.max.max(point);\n return this;\n },\n expandByVector: function expandByVector(vector) {\n this.min.sub(vector);\n this.max.add(vector);\n return this;\n },\n expandByScalar: function expandByScalar(scalar) {\n this.min.addScalar(-scalar);\n this.max.addScalar(scalar);\n return this;\n },\n containsPoint: function containsPoint(point) {\n return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;\n },\n containsBox: function containsBox(box) {\n return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;\n },\n getParameter: function getParameter(point, target) {\n // This can potentially have a divide by zero if the box\n // has a size dimension of 0.\n if (target === undefined) {\n console.warn('THREE.Box2: .getParameter() target is now required');\n target = new Vector2();\n }\n\n return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));\n },\n intersectsBox: function intersectsBox(box) {\n // using 4 splitting planes to rule out intersections\n return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n },\n clampPoint: function clampPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .clampPoint() target is now required');\n target = new Vector2();\n }\n\n return target.copy(point).clamp(this.min, this.max);\n },\n distanceToPoint: function () {\n var v1 = new Vector2();\n return function distanceToPoint(point) {\n var clampedPoint = v1.copy(point).clamp(this.min, this.max);\n return clampedPoint.sub(point).length();\n };\n }(),\n intersect: function intersect(box) {\n this.min.max(box.min);\n this.max.min(box.max);\n return this;\n },\n union: function union(box) {\n this.min.min(box.min);\n this.max.max(box.max);\n return this;\n },\n translate: function translate(offset) {\n this.min.add(offset);\n this.max.add(offset);\n return this;\n },\n equals: function equals(box) {\n return box.min.equals(this.min) && box.max.equals(this.max);\n }\n});\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Line3(start, end) {\n this.start = start !== undefined ? start : new Vector3();\n this.end = end !== undefined ? end : new Vector3();\n}\n\nObject.assign(Line3.prototype, {\n set: function set(start, end) {\n this.start.copy(start);\n this.end.copy(end);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(line) {\n this.start.copy(line.start);\n this.end.copy(line.end);\n return this;\n },\n getCenter: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .getCenter() target is now required');\n target = new Vector3();\n }\n\n return target.addVectors(this.start, this.end).multiplyScalar(0.5);\n },\n delta: function delta(target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .delta() target is now required');\n target = new Vector3();\n }\n\n return target.subVectors(this.end, this.start);\n },\n distanceSq: function distanceSq() {\n return this.start.distanceToSquared(this.end);\n },\n distance: function distance() {\n return this.start.distanceTo(this.end);\n },\n at: function at(t, target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .at() target is now required');\n target = new Vector3();\n }\n\n return this.delta(target).multiplyScalar(t).add(this.start);\n },\n closestPointToPointParameter: function () {\n var startP = new Vector3();\n var startEnd = new Vector3();\n return function closestPointToPointParameter(point, clampToLine) {\n startP.subVectors(point, this.start);\n startEnd.subVectors(this.end, this.start);\n var startEnd2 = startEnd.dot(startEnd);\n var startEnd_startP = startEnd.dot(startP);\n var t = startEnd_startP / startEnd2;\n\n if (clampToLine) {\n t = _Math.clamp(t, 0, 1);\n }\n\n return t;\n };\n }(),\n closestPointToPoint: function closestPointToPoint(point, clampToLine, target) {\n var t = this.closestPointToPointParameter(point, clampToLine);\n\n if (target === undefined) {\n console.warn('THREE.Line3: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n return this.delta(target).multiplyScalar(t).add(this.start);\n },\n applyMatrix4: function applyMatrix4(matrix) {\n this.start.applyMatrix4(matrix);\n this.end.applyMatrix4(matrix);\n return this;\n },\n equals: function equals(line) {\n return line.start.equals(this.start) && line.end.equals(this.end);\n }\n});\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ImmediateRenderObject(material) {\n Object3D.call(this);\n this.material = material;\n\n this.render = function\n /* renderCallback */\n () {};\n}\n\nImmediateRenderObject.prototype = Object.create(Object3D.prototype);\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction VertexNormalsHelper(object, size, hex, linewidth) {\n this.object = object;\n this.size = size !== undefined ? size : 1;\n var color = hex !== undefined ? hex : 0xff0000;\n var width = linewidth !== undefined ? linewidth : 1; //\n\n var nNormals = 0;\n var objGeometry = this.object.geometry;\n\n if (objGeometry && objGeometry.isGeometry) {\n nNormals = objGeometry.faces.length * 3;\n } else if (objGeometry && objGeometry.isBufferGeometry) {\n nNormals = objGeometry.attributes.normal.count;\n } //\n\n\n var geometry = new BufferGeometry();\n var positions = new Float32BufferAttribute(nNormals * 2 * 3, 3);\n geometry.addAttribute('position', positions);\n LineSegments.call(this, geometry, new LineBasicMaterial({\n color: color,\n linewidth: width\n })); //\n\n this.matrixAutoUpdate = false;\n this.update();\n}\n\nVertexNormalsHelper.prototype = Object.create(LineSegments.prototype);\nVertexNormalsHelper.prototype.constructor = VertexNormalsHelper;\n\nVertexNormalsHelper.prototype.update = function () {\n var v1 = new Vector3();\n var v2 = new Vector3();\n var normalMatrix = new Matrix3();\n return function update() {\n var keys = ['a', 'b', 'c'];\n this.object.updateMatrixWorld(true);\n normalMatrix.getNormalMatrix(this.object.matrixWorld);\n var matrixWorld = this.object.matrixWorld;\n var position = this.geometry.attributes.position; //\n\n var objGeometry = this.object.geometry;\n\n if (objGeometry && objGeometry.isGeometry) {\n var vertices = objGeometry.vertices;\n var faces = objGeometry.faces;\n var idx = 0;\n\n for (var i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n\n for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {\n var vertex = vertices[face[keys[j]]];\n var normal = face.vertexNormals[j];\n v1.copy(vertex).applyMatrix4(matrixWorld);\n v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);\n position.setXYZ(idx, v1.x, v1.y, v1.z);\n idx = idx + 1;\n position.setXYZ(idx, v2.x, v2.y, v2.z);\n idx = idx + 1;\n }\n }\n } else if (objGeometry && objGeometry.isBufferGeometry) {\n var objPos = objGeometry.attributes.position;\n var objNorm = objGeometry.attributes.normal;\n var idx = 0; // for simplicity, ignore index and drawcalls, and render every normal\n\n for (var j = 0, jl = objPos.count; j < jl; j++) {\n v1.set(objPos.getX(j), objPos.getY(j), objPos.getZ(j)).applyMatrix4(matrixWorld);\n v2.set(objNorm.getX(j), objNorm.getY(j), objNorm.getZ(j));\n v2.applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);\n position.setXYZ(idx, v1.x, v1.y, v1.z);\n idx = idx + 1;\n position.setXYZ(idx, v2.x, v2.y, v2.z);\n idx = idx + 1;\n }\n }\n\n position.needsUpdate = true;\n };\n}();\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\n\nfunction SpotLightHelper(light, color) {\n Object3D.call(this);\n this.light = light;\n this.light.updateMatrixWorld();\n this.matrix = light.matrixWorld;\n this.matrixAutoUpdate = false;\n this.color = color;\n var geometry = new BufferGeometry();\n var positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1];\n\n for (var i = 0, j = 1, l = 32; i < l; i++, j++) {\n var p1 = i / l * Math.PI * 2;\n var p2 = j / l * Math.PI * 2;\n positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);\n }\n\n geometry.addAttribute('position', new Float32BufferAttribute(positions, 3));\n var material = new LineBasicMaterial({\n fog: false\n });\n this.cone = new LineSegments(geometry, material);\n this.add(this.cone);\n this.update();\n}\n\nSpotLightHelper.prototype = Object.create(Object3D.prototype);\nSpotLightHelper.prototype.constructor = SpotLightHelper;\n\nSpotLightHelper.prototype.dispose = function () {\n this.cone.geometry.dispose();\n this.cone.material.dispose();\n};\n\nSpotLightHelper.prototype.update = function () {\n var vector = new Vector3();\n return function update() {\n this.light.updateMatrixWorld();\n var coneLength = this.light.distance ? this.light.distance : 1000;\n var coneWidth = coneLength * Math.tan(this.light.angle);\n this.cone.scale.set(coneWidth, coneWidth, coneLength);\n vector.setFromMatrixPosition(this.light.target.matrixWorld);\n this.cone.lookAt(vector);\n\n if (this.color !== undefined) {\n this.cone.material.color.set(this.color);\n } else {\n this.cone.material.color.copy(this.light.color);\n }\n };\n}();\n/**\n * @author Sean Griffin / http://twitter.com/sgrif\n * @author Michael Guerrero / http://realitymeltdown.com\n * @author mrdoob / http://mrdoob.com/\n * @author ikerr / http://verold.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n\nfunction getBoneList(object) {\n var boneList = [];\n\n if (object && object.isBone) {\n boneList.push(object);\n }\n\n for (var i = 0; i < object.children.length; i++) {\n boneList.push.apply(boneList, getBoneList(object.children[i]));\n }\n\n return boneList;\n}\n\nfunction SkeletonHelper(object) {\n var bones = getBoneList(object);\n var geometry = new BufferGeometry();\n var vertices = [];\n var colors = [];\n var color1 = new Color(0, 0, 1);\n var color2 = new Color(0, 1, 0);\n\n for (var i = 0; i < bones.length; i++) {\n var bone = bones[i];\n\n if (bone.parent && bone.parent.isBone) {\n vertices.push(0, 0, 0);\n vertices.push(0, 0, 0);\n colors.push(color1.r, color1.g, color1.b);\n colors.push(color2.r, color2.g, color2.b);\n }\n }\n\n geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.addAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: VertexColors,\n depthTest: false,\n depthWrite: false,\n transparent: true\n });\n LineSegments.call(this, geometry, material);\n this.root = object;\n this.bones = bones;\n this.matrix = object.matrixWorld;\n this.matrixAutoUpdate = false;\n}\n\nSkeletonHelper.prototype = Object.create(LineSegments.prototype);\nSkeletonHelper.prototype.constructor = SkeletonHelper;\n\nSkeletonHelper.prototype.updateMatrixWorld = function () {\n var vector = new Vector3();\n var boneMatrix = new Matrix4();\n var matrixWorldInv = new Matrix4();\n return function updateMatrixWorld(force) {\n var bones = this.bones;\n var geometry = this.geometry;\n var position = geometry.getAttribute('position');\n matrixWorldInv.getInverse(this.root.matrixWorld);\n\n for (var i = 0, j = 0; i < bones.length; i++) {\n var bone = bones[i];\n\n if (bone.parent && bone.parent.isBone) {\n boneMatrix.multiplyMatrices(matrixWorldInv, bone.matrixWorld);\n vector.setFromMatrixPosition(boneMatrix);\n position.setXYZ(j, vector.x, vector.y, vector.z);\n boneMatrix.multiplyMatrices(matrixWorldInv, bone.parent.matrixWorld);\n vector.setFromMatrixPosition(boneMatrix);\n position.setXYZ(j + 1, vector.x, vector.y, vector.z);\n j += 2;\n }\n }\n\n geometry.getAttribute('position').needsUpdate = true;\n Object3D.prototype.updateMatrixWorld.call(this, force);\n };\n}();\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction PointLightHelper(light, sphereSize, color) {\n this.light = light;\n this.light.updateMatrixWorld();\n this.color = color;\n var geometry = new SphereBufferGeometry(sphereSize, 4, 2);\n var material = new MeshBasicMaterial({\n wireframe: true,\n fog: false\n });\n Mesh.call(this, geometry, material);\n this.matrix = this.light.matrixWorld;\n this.matrixAutoUpdate = false;\n this.update();\n /*\n var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n \tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n \tvar d = light.distance;\n \tif ( d === 0.0 ) {\n \t\tthis.lightDistance.visible = false;\n \t} else {\n \t\tthis.lightDistance.scale.set( d, d, d );\n \t}\n \tthis.add( this.lightDistance );\n */\n}\n\nPointLightHelper.prototype = Object.create(Mesh.prototype);\nPointLightHelper.prototype.constructor = PointLightHelper;\n\nPointLightHelper.prototype.dispose = function () {\n this.geometry.dispose();\n this.material.dispose();\n};\n\nPointLightHelper.prototype.update = function () {\n if (this.color !== undefined) {\n this.material.color.set(this.color);\n } else {\n this.material.color.copy(this.light.color);\n }\n /*\n var d = this.light.distance;\n \tif ( d === 0.0 ) {\n \t\tthis.lightDistance.visible = false;\n \t} else {\n \t\tthis.lightDistance.visible = true;\n \tthis.lightDistance.scale.set( d, d, d );\n \t}\n */\n\n};\n/**\n * @author abelnation / http://github.com/abelnation\n * @author Mugen87 / http://github.com/Mugen87\n * @author WestLangley / http://github.com/WestLangley\n *\n * This helper must be added as a child of the light\n */\n\n\nfunction RectAreaLightHelper(light, color) {\n this.type = 'RectAreaLightHelper';\n this.light = light;\n this.color = color; // optional hardwired color for the helper\n\n var positions = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0];\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute(positions, 3));\n geometry.computeBoundingSphere();\n var material = new LineBasicMaterial({\n fog: false\n });\n Line.call(this, geometry, material); //\n\n var positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0];\n var geometry2 = new BufferGeometry();\n geometry2.addAttribute('position', new Float32BufferAttribute(positions2, 3));\n geometry2.computeBoundingSphere();\n this.add(new Mesh(geometry2, new MeshBasicMaterial({\n side: THREE.BackSide,\n fog: false\n })));\n this.update();\n}\n\nRectAreaLightHelper.prototype = Object.create(Line.prototype);\nRectAreaLightHelper.prototype.constructor = RectAreaLightHelper;\n\nRectAreaLightHelper.prototype.update = function () {\n this.scale.set(0.5 * this.light.width, 0.5 * this.light.height, 1);\n\n if (this.color !== undefined) {\n this.material.color.set(this.color);\n this.children[0].material.color.set(this.color);\n } else {\n this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity); // prevent hue shift\n\n var c = this.material.color;\n var max = Math.max(c.r, c.g, c.b);\n if (max > 1) c.multiplyScalar(1 / max);\n this.children[0].material.color.copy(this.material.color);\n }\n};\n\nRectAreaLightHelper.prototype.dispose = function () {\n this.geometry.dispose();\n this.material.dispose();\n this.children[0].geometry.dispose();\n this.children[0].material.dispose();\n};\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n\nfunction HemisphereLightHelper(light, size, color) {\n Object3D.call(this);\n this.light = light;\n this.light.updateMatrixWorld();\n this.matrix = light.matrixWorld;\n this.matrixAutoUpdate = false;\n this.color = color;\n var geometry = new OctahedronBufferGeometry(size);\n geometry.rotateY(Math.PI * 0.5);\n this.material = new MeshBasicMaterial({\n wireframe: true,\n fog: false\n });\n if (this.color === undefined) this.material.vertexColors = VertexColors;\n var position = geometry.getAttribute('position');\n var colors = new Float32Array(position.count * 3);\n geometry.addAttribute('color', new BufferAttribute(colors, 3));\n this.add(new Mesh(geometry, this.material));\n this.update();\n}\n\nHemisphereLightHelper.prototype = Object.create(Object3D.prototype);\nHemisphereLightHelper.prototype.constructor = HemisphereLightHelper;\n\nHemisphereLightHelper.prototype.dispose = function () {\n this.children[0].geometry.dispose();\n this.children[0].material.dispose();\n};\n\nHemisphereLightHelper.prototype.update = function () {\n var vector = new Vector3();\n var color1 = new Color();\n var color2 = new Color();\n return function update() {\n var mesh = this.children[0];\n\n if (this.color !== undefined) {\n this.material.color.set(this.color);\n } else {\n var colors = mesh.geometry.getAttribute('color');\n color1.copy(this.light.color);\n color2.copy(this.light.groundColor);\n\n for (var i = 0, l = colors.count; i < l; i++) {\n var color = i < l / 2 ? color1 : color2;\n colors.setXYZ(i, color.r, color.g, color.b);\n }\n\n colors.needsUpdate = true;\n }\n\n mesh.lookAt(vector.setFromMatrixPosition(this.light.matrixWorld).negate());\n };\n}();\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction GridHelper(size, divisions, color1, color2) {\n size = size || 10;\n divisions = divisions || 10;\n color1 = new Color(color1 !== undefined ? color1 : 0x444444);\n color2 = new Color(color2 !== undefined ? color2 : 0x888888);\n var center = divisions / 2;\n var step = size / divisions;\n var halfSize = size / 2;\n var vertices = [],\n colors = [];\n\n for (var i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {\n vertices.push(-halfSize, 0, k, halfSize, 0, k);\n vertices.push(k, 0, -halfSize, k, 0, halfSize);\n var color = i === center ? color1 : color2;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n }\n\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.addAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: VertexColors\n });\n LineSegments.call(this, geometry, material);\n}\n\nGridHelper.prototype = Object.create(LineSegments.prototype);\nGridHelper.prototype.constructor = GridHelper;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author Hectate / http://www.github.com/Hectate\n */\n\nfunction PolarGridHelper(radius, radials, circles, divisions, color1, color2) {\n radius = radius || 10;\n radials = radials || 16;\n circles = circles || 8;\n divisions = divisions || 64;\n color1 = new Color(color1 !== undefined ? color1 : 0x444444);\n color2 = new Color(color2 !== undefined ? color2 : 0x888888);\n var vertices = [];\n var colors = [];\n var x, z;\n var v, i, j, r, color; // create the radials\n\n for (i = 0; i <= radials; i++) {\n v = i / radials * (Math.PI * 2);\n x = Math.sin(v) * radius;\n z = Math.cos(v) * radius;\n vertices.push(0, 0, 0);\n vertices.push(x, 0, z);\n color = i & 1 ? color1 : color2;\n colors.push(color.r, color.g, color.b);\n colors.push(color.r, color.g, color.b);\n } // create the circles\n\n\n for (i = 0; i <= circles; i++) {\n color = i & 1 ? color1 : color2;\n r = radius - radius / circles * i;\n\n for (j = 0; j < divisions; j++) {\n // first vertex\n v = j / divisions * (Math.PI * 2);\n x = Math.sin(v) * r;\n z = Math.cos(v) * r;\n vertices.push(x, 0, z);\n colors.push(color.r, color.g, color.b); // second vertex\n\n v = (j + 1) / divisions * (Math.PI * 2);\n x = Math.sin(v) * r;\n z = Math.cos(v) * r;\n vertices.push(x, 0, z);\n colors.push(color.r, color.g, color.b);\n }\n }\n\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.addAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: VertexColors\n });\n LineSegments.call(this, geometry, material);\n}\n\nPolarGridHelper.prototype = Object.create(LineSegments.prototype);\nPolarGridHelper.prototype.constructor = PolarGridHelper;\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction FaceNormalsHelper(object, size, hex, linewidth) {\n // FaceNormalsHelper only supports THREE.Geometry\n this.object = object;\n this.size = size !== undefined ? size : 1;\n var color = hex !== undefined ? hex : 0xffff00;\n var width = linewidth !== undefined ? linewidth : 1; //\n\n var nNormals = 0;\n var objGeometry = this.object.geometry;\n\n if (objGeometry && objGeometry.isGeometry) {\n nNormals = objGeometry.faces.length;\n } else {\n console.warn('THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.');\n } //\n\n\n var geometry = new BufferGeometry();\n var positions = new Float32BufferAttribute(nNormals * 2 * 3, 3);\n geometry.addAttribute('position', positions);\n LineSegments.call(this, geometry, new LineBasicMaterial({\n color: color,\n linewidth: width\n })); //\n\n this.matrixAutoUpdate = false;\n this.update();\n}\n\nFaceNormalsHelper.prototype = Object.create(LineSegments.prototype);\nFaceNormalsHelper.prototype.constructor = FaceNormalsHelper;\n\nFaceNormalsHelper.prototype.update = function () {\n var v1 = new Vector3();\n var v2 = new Vector3();\n var normalMatrix = new Matrix3();\n return function update() {\n this.object.updateMatrixWorld(true);\n normalMatrix.getNormalMatrix(this.object.matrixWorld);\n var matrixWorld = this.object.matrixWorld;\n var position = this.geometry.attributes.position; //\n\n var objGeometry = this.object.geometry;\n var vertices = objGeometry.vertices;\n var faces = objGeometry.faces;\n var idx = 0;\n\n for (var i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n var normal = face.normal;\n v1.copy(vertices[face.a]).add(vertices[face.b]).add(vertices[face.c]).divideScalar(3).applyMatrix4(matrixWorld);\n v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);\n position.setXYZ(idx, v1.x, v1.y, v1.z);\n idx = idx + 1;\n position.setXYZ(idx, v2.x, v2.y, v2.z);\n idx = idx + 1;\n }\n\n position.needsUpdate = true;\n };\n}();\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\n\nfunction DirectionalLightHelper(light, size, color) {\n Object3D.call(this);\n this.light = light;\n this.light.updateMatrixWorld();\n this.matrix = light.matrixWorld;\n this.matrixAutoUpdate = false;\n this.color = color;\n if (size === undefined) size = 1;\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));\n var material = new LineBasicMaterial({\n fog: false\n });\n this.lightPlane = new Line(geometry, material);\n this.add(this.lightPlane);\n geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));\n this.targetLine = new Line(geometry, material);\n this.add(this.targetLine);\n this.update();\n}\n\nDirectionalLightHelper.prototype = Object.create(Object3D.prototype);\nDirectionalLightHelper.prototype.constructor = DirectionalLightHelper;\n\nDirectionalLightHelper.prototype.dispose = function () {\n this.lightPlane.geometry.dispose();\n this.lightPlane.material.dispose();\n this.targetLine.geometry.dispose();\n this.targetLine.material.dispose();\n};\n\nDirectionalLightHelper.prototype.update = function () {\n var v1 = new Vector3();\n var v2 = new Vector3();\n var v3 = new Vector3();\n return function update() {\n v1.setFromMatrixPosition(this.light.matrixWorld);\n v2.setFromMatrixPosition(this.light.target.matrixWorld);\n v3.subVectors(v2, v1);\n this.lightPlane.lookAt(v2);\n\n if (this.color !== undefined) {\n this.lightPlane.material.color.set(this.color);\n this.targetLine.material.color.set(this.color);\n } else {\n this.lightPlane.material.color.copy(this.light.color);\n this.targetLine.material.color.copy(this.light.color);\n }\n\n this.targetLine.lookAt(v2);\n this.targetLine.scale.z = v3.length();\n };\n}();\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author Mugen87 / https://github.com/Mugen87\n *\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\n\nfunction CameraHelper(camera) {\n var geometry = new BufferGeometry();\n var material = new LineBasicMaterial({\n color: 0xffffff,\n vertexColors: FaceColors\n });\n var vertices = [];\n var colors = [];\n var pointMap = {}; // colors\n\n var colorFrustum = new Color(0xffaa00);\n var colorCone = new Color(0xff0000);\n var colorUp = new Color(0x00aaff);\n var colorTarget = new Color(0xffffff);\n var colorCross = new Color(0x333333); // near\n\n addLine('n1', 'n2', colorFrustum);\n addLine('n2', 'n4', colorFrustum);\n addLine('n4', 'n3', colorFrustum);\n addLine('n3', 'n1', colorFrustum); // far\n\n addLine('f1', 'f2', colorFrustum);\n addLine('f2', 'f4', colorFrustum);\n addLine('f4', 'f3', colorFrustum);\n addLine('f3', 'f1', colorFrustum); // sides\n\n addLine('n1', 'f1', colorFrustum);\n addLine('n2', 'f2', colorFrustum);\n addLine('n3', 'f3', colorFrustum);\n addLine('n4', 'f4', colorFrustum); // cone\n\n addLine('p', 'n1', colorCone);\n addLine('p', 'n2', colorCone);\n addLine('p', 'n3', colorCone);\n addLine('p', 'n4', colorCone); // up\n\n addLine('u1', 'u2', colorUp);\n addLine('u2', 'u3', colorUp);\n addLine('u3', 'u1', colorUp); // target\n\n addLine('c', 't', colorTarget);\n addLine('p', 'c', colorCross); // cross\n\n addLine('cn1', 'cn2', colorCross);\n addLine('cn3', 'cn4', colorCross);\n addLine('cf1', 'cf2', colorCross);\n addLine('cf3', 'cf4', colorCross);\n\n function addLine(a, b, color) {\n addPoint(a, color);\n addPoint(b, color);\n }\n\n function addPoint(id, color) {\n vertices.push(0, 0, 0);\n colors.push(color.r, color.g, color.b);\n\n if (pointMap[id] === undefined) {\n pointMap[id] = [];\n }\n\n pointMap[id].push(vertices.length / 3 - 1);\n }\n\n geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.addAttribute('color', new Float32BufferAttribute(colors, 3));\n LineSegments.call(this, geometry, material);\n this.camera = camera;\n if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();\n this.matrix = camera.matrixWorld;\n this.matrixAutoUpdate = false;\n this.pointMap = pointMap;\n this.update();\n}\n\nCameraHelper.prototype = Object.create(LineSegments.prototype);\nCameraHelper.prototype.constructor = CameraHelper;\n\nCameraHelper.prototype.update = function () {\n var geometry, pointMap;\n var vector = new Vector3();\n var camera = new Camera();\n\n function setPoint(point, x, y, z) {\n vector.set(x, y, z).unproject(camera);\n var points = pointMap[point];\n\n if (points !== undefined) {\n var position = geometry.getAttribute('position');\n\n for (var i = 0, l = points.length; i < l; i++) {\n position.setXYZ(points[i], vector.x, vector.y, vector.z);\n }\n }\n }\n\n return function update() {\n geometry = this.geometry;\n pointMap = this.pointMap;\n var w = 1,\n h = 1; // we need just camera projection matrix\n // world matrix must be identity\n\n camera.projectionMatrix.copy(this.camera.projectionMatrix); // center / target\n\n setPoint('c', 0, 0, -1);\n setPoint('t', 0, 0, 1); // near\n\n setPoint('n1', -w, -h, -1);\n setPoint('n2', w, -h, -1);\n setPoint('n3', -w, h, -1);\n setPoint('n4', w, h, -1); // far\n\n setPoint('f1', -w, -h, 1);\n setPoint('f2', w, -h, 1);\n setPoint('f3', -w, h, 1);\n setPoint('f4', w, h, 1); // up\n\n setPoint('u1', w * 0.7, h * 1.1, -1);\n setPoint('u2', -w * 0.7, h * 1.1, -1);\n setPoint('u3', 0, h * 2, -1); // cross\n\n setPoint('cf1', -w, 0, 1);\n setPoint('cf2', w, 0, 1);\n setPoint('cf3', 0, -h, 1);\n setPoint('cf4', 0, h, 1);\n setPoint('cn1', -w, 0, -1);\n setPoint('cn2', w, 0, -1);\n setPoint('cn3', 0, -h, -1);\n setPoint('cn4', 0, h, -1);\n geometry.getAttribute('position').needsUpdate = true;\n };\n}();\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n */\n\n\nfunction BoxHelper(object, color) {\n this.object = object;\n if (color === undefined) color = 0xffff00;\n var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n var positions = new Float32Array(8 * 3);\n var geometry = new BufferGeometry();\n geometry.setIndex(new BufferAttribute(indices, 1));\n geometry.addAttribute('position', new BufferAttribute(positions, 3));\n LineSegments.call(this, geometry, new LineBasicMaterial({\n color: color\n }));\n this.matrixAutoUpdate = false;\n this.update();\n}\n\nBoxHelper.prototype = Object.create(LineSegments.prototype);\nBoxHelper.prototype.constructor = BoxHelper;\n\nBoxHelper.prototype.update = function () {\n var box = new Box3();\n return function update(object) {\n if (object !== undefined) {\n console.warn('THREE.BoxHelper: .update() has no longer arguments.');\n }\n\n if (this.object !== undefined) {\n box.setFromObject(this.object);\n }\n\n if (box.isEmpty()) return;\n var min = box.min;\n var max = box.max;\n /*\n 5____4\n 1/___0/|\n | 6__|_7\n 2/___3/\n \t0: max.x, max.y, max.z\n 1: min.x, max.y, max.z\n 2: min.x, min.y, max.z\n 3: max.x, min.y, max.z\n 4: max.x, max.y, min.z\n 5: min.x, max.y, min.z\n 6: min.x, min.y, min.z\n 7: max.x, min.y, min.z\n */\n\n var position = this.geometry.attributes.position;\n var array = position.array;\n array[0] = max.x;\n array[1] = max.y;\n array[2] = max.z;\n array[3] = min.x;\n array[4] = max.y;\n array[5] = max.z;\n array[6] = min.x;\n array[7] = min.y;\n array[8] = max.z;\n array[9] = max.x;\n array[10] = min.y;\n array[11] = max.z;\n array[12] = max.x;\n array[13] = max.y;\n array[14] = min.z;\n array[15] = min.x;\n array[16] = max.y;\n array[17] = min.z;\n array[18] = min.x;\n array[19] = min.y;\n array[20] = min.z;\n array[21] = max.x;\n array[22] = min.y;\n array[23] = min.z;\n position.needsUpdate = true;\n this.geometry.computeBoundingSphere();\n };\n}();\n\nBoxHelper.prototype.setFromObject = function (object) {\n this.object = object;\n this.update();\n return this;\n};\n\nBoxHelper.prototype.copy = function (source) {\n LineSegments.prototype.copy.call(this, source);\n this.object = source.object;\n return this;\n};\n\nBoxHelper.prototype.clone = function () {\n return new this.constructor().copy(this);\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\n\nfunction Box3Helper(box, hex) {\n this.type = 'Box3Helper';\n this.box = box;\n var color = hex !== undefined ? hex : 0xffff00;\n var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n var positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1];\n var geometry = new BufferGeometry();\n geometry.setIndex(new BufferAttribute(indices, 1));\n geometry.addAttribute('position', new Float32BufferAttribute(positions, 3));\n LineSegments.call(this, geometry, new LineBasicMaterial({\n color: color\n }));\n this.geometry.computeBoundingSphere();\n}\n\nBox3Helper.prototype = Object.create(LineSegments.prototype);\nBox3Helper.prototype.constructor = Box3Helper;\n\nBox3Helper.prototype.updateMatrixWorld = function (force) {\n var box = this.box;\n if (box.isEmpty()) return;\n box.getCenter(this.position);\n box.getSize(this.scale);\n this.scale.multiplyScalar(0.5);\n Object3D.prototype.updateMatrixWorld.call(this, force);\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\n\nfunction PlaneHelper(plane, size, hex) {\n this.type = 'PlaneHelper';\n this.plane = plane;\n this.size = size === undefined ? 1 : size;\n var color = hex !== undefined ? hex : 0xffff00;\n var positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0];\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute(positions, 3));\n geometry.computeBoundingSphere();\n Line.call(this, geometry, new LineBasicMaterial({\n color: color\n })); //\n\n var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];\n var geometry2 = new BufferGeometry();\n geometry2.addAttribute('position', new Float32BufferAttribute(positions2, 3));\n geometry2.computeBoundingSphere();\n this.add(new Mesh(geometry2, new MeshBasicMaterial({\n color: color,\n opacity: 0.2,\n transparent: true,\n depthWrite: false\n })));\n}\n\nPlaneHelper.prototype = Object.create(Line.prototype);\nPlaneHelper.prototype.constructor = PlaneHelper;\n\nPlaneHelper.prototype.updateMatrixWorld = function (force) {\n var scale = -this.plane.constant;\n if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter\n\n this.scale.set(0.5 * this.size, 0.5 * this.size, scale);\n this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n this.lookAt(this.plane.normal);\n Object3D.prototype.updateMatrixWorld.call(this, force);\n};\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author zz85 / http://github.com/zz85\n * @author bhouston / http://clara.io\n *\n * Creates an arrow for visualizing directions\n *\n * Parameters:\n * dir - Vector3\n * origin - Vector3\n * length - Number\n * color - color in hex value\n * headLength - Number\n * headWidth - Number\n */\n\n\nvar lineGeometry, coneGeometry;\n\nfunction ArrowHelper(dir, origin, length, color, headLength, headWidth) {\n // dir is assumed to be normalized\n Object3D.call(this);\n if (dir === undefined) dir = new THREE.Vector3(0, 0, 1);\n if (origin === undefined) origin = new THREE.Vector3(0, 0, 0);\n if (length === undefined) length = 1;\n if (color === undefined) color = 0xffff00;\n if (headLength === undefined) headLength = 0.2 * length;\n if (headWidth === undefined) headWidth = 0.2 * headLength;\n\n if (lineGeometry === undefined) {\n lineGeometry = new BufferGeometry();\n lineGeometry.addAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));\n coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1);\n coneGeometry.translate(0, -0.5, 0);\n }\n\n this.position.copy(origin);\n this.line = new Line(lineGeometry, new LineBasicMaterial({\n color: color\n }));\n this.line.matrixAutoUpdate = false;\n this.add(this.line);\n this.cone = new Mesh(coneGeometry, new MeshBasicMaterial({\n color: color\n }));\n this.cone.matrixAutoUpdate = false;\n this.add(this.cone);\n this.setDirection(dir);\n this.setLength(length, headLength, headWidth);\n}\n\nArrowHelper.prototype = Object.create(Object3D.prototype);\nArrowHelper.prototype.constructor = ArrowHelper;\n\nArrowHelper.prototype.setDirection = function () {\n var axis = new Vector3();\n var radians;\n return function setDirection(dir) {\n // dir is assumed to be normalized\n if (dir.y > 0.99999) {\n this.quaternion.set(0, 0, 0, 1);\n } else if (dir.y < -0.99999) {\n this.quaternion.set(1, 0, 0, 0);\n } else {\n axis.set(dir.z, 0, -dir.x).normalize();\n radians = Math.acos(dir.y);\n this.quaternion.setFromAxisAngle(axis, radians);\n }\n };\n}();\n\nArrowHelper.prototype.setLength = function (length, headLength, headWidth) {\n if (headLength === undefined) headLength = 0.2 * length;\n if (headWidth === undefined) headWidth = 0.2 * headLength;\n this.line.scale.set(1, Math.max(0, length - headLength), 1);\n this.line.updateMatrix();\n this.cone.scale.set(headWidth, headLength, headWidth);\n this.cone.position.y = length;\n this.cone.updateMatrix();\n};\n\nArrowHelper.prototype.setColor = function (color) {\n this.line.material.color.copy(color);\n this.cone.material.color.copy(color);\n};\n\nArrowHelper.prototype.copy = function (source) {\n Object3D.prototype.copy.call(this, source, false);\n this.line.copy(source.line);\n this.cone.copy(source.cone);\n return this;\n};\n\nArrowHelper.prototype.clone = function () {\n return new this.constructor().copy(this);\n};\n/**\n * @author sroucheray / http://sroucheray.org/\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction AxesHelper(size) {\n size = size || 1;\n var vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];\n var colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];\n var geometry = new BufferGeometry();\n geometry.addAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.addAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: VertexColors\n });\n LineSegments.call(this, geometry, material);\n}\n\nAxesHelper.prototype = Object.create(LineSegments.prototype);\nAxesHelper.prototype.constructor = AxesHelper;\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Face4(a, b, c, d, normal, color, materialIndex) {\n console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');\n return new Face3(a, b, c, normal, color, materialIndex);\n}\n\nvar LineStrip = 0;\nvar LinePieces = 1;\n\nfunction MeshFaceMaterial(materials) {\n console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');\n return materials;\n}\n\nfunction MultiMaterial(materials) {\n if (materials === undefined) materials = [];\n console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');\n materials.isMultiMaterial = true;\n materials.materials = materials;\n\n materials.clone = function () {\n return materials.slice();\n };\n\n return materials;\n}\n\nfunction PointCloud(geometry, material) {\n console.warn('THREE.PointCloud has been renamed to THREE.Points.');\n return new Points(geometry, material);\n}\n\nfunction Particle(material) {\n console.warn('THREE.Particle has been renamed to THREE.Sprite.');\n return new Sprite(material);\n}\n\nfunction ParticleSystem(geometry, material) {\n console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');\n return new Points(geometry, material);\n}\n\nfunction PointCloudMaterial(parameters) {\n console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction ParticleBasicMaterial(parameters) {\n console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction ParticleSystemMaterial(parameters) {\n console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction Vertex(x, y, z) {\n console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');\n return new Vector3(x, y, z);\n} //\n\n\nfunction DynamicBufferAttribute(array, itemSize) {\n console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.');\n return new BufferAttribute(array, itemSize).setDynamic(true);\n}\n\nfunction Int8Attribute(array, itemSize) {\n console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');\n return new Int8BufferAttribute(array, itemSize);\n}\n\nfunction Uint8Attribute(array, itemSize) {\n console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');\n return new Uint8BufferAttribute(array, itemSize);\n}\n\nfunction Uint8ClampedAttribute(array, itemSize) {\n console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');\n return new Uint8ClampedBufferAttribute(array, itemSize);\n}\n\nfunction Int16Attribute(array, itemSize) {\n console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');\n return new Int16BufferAttribute(array, itemSize);\n}\n\nfunction Uint16Attribute(array, itemSize) {\n console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');\n return new Uint16BufferAttribute(array, itemSize);\n}\n\nfunction Int32Attribute(array, itemSize) {\n console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');\n return new Int32BufferAttribute(array, itemSize);\n}\n\nfunction Uint32Attribute(array, itemSize) {\n console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');\n return new Uint32BufferAttribute(array, itemSize);\n}\n\nfunction Float32Attribute(array, itemSize) {\n console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');\n return new Float32BufferAttribute(array, itemSize);\n}\n\nfunction Float64Attribute(array, itemSize) {\n console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');\n return new Float64BufferAttribute(array, itemSize);\n} //\n\n\nCurve.create = function (construct, getPoint) {\n console.log('THREE.Curve.create() has been deprecated');\n construct.prototype = Object.create(Curve.prototype);\n construct.prototype.constructor = construct;\n construct.prototype.getPoint = getPoint;\n return construct;\n}; //\n\n\nObject.assign(CurvePath.prototype, {\n createPointsGeometry: function createPointsGeometry(divisions) {\n console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from path points (for Line or Points objects)\n\n var pts = this.getPoints(divisions);\n return this.createGeometry(pts);\n },\n createSpacedPointsGeometry: function createSpacedPointsGeometry(divisions) {\n console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from equidistant sampling along the path\n\n var pts = this.getSpacedPoints(divisions);\n return this.createGeometry(pts);\n },\n createGeometry: function createGeometry(points) {\n console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');\n var geometry = new Geometry();\n\n for (var i = 0, l = points.length; i < l; i++) {\n var point = points[i];\n geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0));\n }\n\n return geometry;\n }\n}); //\n\nObject.assign(Path.prototype, {\n fromPoints: function fromPoints(points) {\n console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');\n this.setFromPoints(points);\n }\n}); //\n\nfunction ClosedSplineCurve3(points) {\n console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n this.closed = true;\n}\n\nClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //\n\nfunction SplineCurve3(points) {\n console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n}\n\nSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //\n\nfunction Spline(points) {\n console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n}\n\nSpline.prototype = Object.create(CatmullRomCurve3.prototype);\nObject.assign(Spline.prototype, {\n initFromArray: function\n /* a */\n initFromArray() {\n console.error('THREE.Spline: .initFromArray() has been removed.');\n },\n getControlPointsArray: function\n /* optionalTarget */\n getControlPointsArray() {\n console.error('THREE.Spline: .getControlPointsArray() has been removed.');\n },\n reparametrizeByArcLength: function\n /* samplingCoef */\n reparametrizeByArcLength() {\n console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.');\n }\n}); //\n\nfunction AxisHelper(size) {\n console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');\n return new AxesHelper(size);\n}\n\nfunction BoundingBoxHelper(object, color) {\n console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');\n return new BoxHelper(object, color);\n}\n\nfunction EdgesHelper(object, hex) {\n console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');\n return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({\n color: hex !== undefined ? hex : 0xffffff\n }));\n}\n\nGridHelper.prototype.setColors = function () {\n console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');\n};\n\nSkeletonHelper.prototype.update = function () {\n console.error('THREE.SkeletonHelper: update() no longer needs to be called.');\n};\n\nfunction WireframeHelper(object, hex) {\n console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');\n return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({\n color: hex !== undefined ? hex : 0xffffff\n }));\n} //\n\n\nObject.assign(Loader.prototype, {\n extractUrlBase: function extractUrlBase(url) {\n console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');\n return LoaderUtils.extractUrlBase(url);\n }\n});\n\nfunction XHRLoader(manager) {\n console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');\n return new FileLoader(manager);\n}\n\nfunction BinaryTextureLoader(manager) {\n console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');\n return new DataTextureLoader(manager);\n}\n\nObject.assign(ObjectLoader.prototype, {\n setTexturePath: function setTexturePath(value) {\n console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');\n return this.setResourcePath(value);\n }\n}); //\n\nObject.assign(Box2.prototype, {\n center: function center(optionalTarget) {\n console.warn('THREE.Box2: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n },\n empty: function empty() {\n console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');\n return this.isEmpty();\n },\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n size: function size(optionalTarget) {\n console.warn('THREE.Box2: .size() has been renamed to .getSize().');\n return this.getSize(optionalTarget);\n }\n});\nObject.assign(Box3.prototype, {\n center: function center(optionalTarget) {\n console.warn('THREE.Box3: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n },\n empty: function empty() {\n console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');\n return this.isEmpty();\n },\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n isIntersectionSphere: function isIntersectionSphere(sphere) {\n console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');\n return this.intersectsSphere(sphere);\n },\n size: function size(optionalTarget) {\n console.warn('THREE.Box3: .size() has been renamed to .getSize().');\n return this.getSize(optionalTarget);\n }\n});\n\nLine3.prototype.center = function (optionalTarget) {\n console.warn('THREE.Line3: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n};\n\nObject.assign(_Math, {\n random16: function random16() {\n console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');\n return Math.random();\n },\n nearestPowerOfTwo: function nearestPowerOfTwo(value) {\n console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');\n return _Math.floorPowerOfTwo(value);\n },\n nextPowerOfTwo: function nextPowerOfTwo(value) {\n console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');\n return _Math.ceilPowerOfTwo(value);\n }\n});\nObject.assign(Matrix3.prototype, {\n flattenToArrayOffset: function flattenToArrayOffset(array, offset) {\n console.warn(\"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");\n return this.toArray(array, offset);\n },\n multiplyVector3: function multiplyVector3(vector) {\n console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');\n return vector.applyMatrix3(this);\n },\n multiplyVector3Array: function\n /* a */\n multiplyVector3Array() {\n console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');\n },\n applyToBuffer: function applyToBuffer(buffer\n /*, offset, length */\n ) {\n console.warn('THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.');\n return this.applyToBufferAttribute(buffer);\n },\n applyToVector3Array: function\n /* array, offset, length */\n applyToVector3Array() {\n console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');\n }\n});\nObject.assign(Matrix4.prototype, {\n extractPosition: function extractPosition(m) {\n console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');\n return this.copyPosition(m);\n },\n flattenToArrayOffset: function flattenToArrayOffset(array, offset) {\n console.warn(\"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");\n return this.toArray(array, offset);\n },\n getPosition: function () {\n var v1;\n return function getPosition() {\n if (v1 === undefined) v1 = new Vector3();\n console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');\n return v1.setFromMatrixColumn(this, 3);\n };\n }(),\n setRotationFromQuaternion: function setRotationFromQuaternion(q) {\n console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');\n return this.makeRotationFromQuaternion(q);\n },\n multiplyToArray: function multiplyToArray() {\n console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');\n },\n multiplyVector3: function multiplyVector3(vector) {\n console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n multiplyVector4: function multiplyVector4(vector) {\n console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n multiplyVector3Array: function\n /* a */\n multiplyVector3Array() {\n console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');\n },\n rotateAxis: function rotateAxis(v) {\n console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');\n v.transformDirection(this);\n },\n crossVector: function crossVector(vector) {\n console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n translate: function translate() {\n console.error('THREE.Matrix4: .translate() has been removed.');\n },\n rotateX: function rotateX() {\n console.error('THREE.Matrix4: .rotateX() has been removed.');\n },\n rotateY: function rotateY() {\n console.error('THREE.Matrix4: .rotateY() has been removed.');\n },\n rotateZ: function rotateZ() {\n console.error('THREE.Matrix4: .rotateZ() has been removed.');\n },\n rotateByAxis: function rotateByAxis() {\n console.error('THREE.Matrix4: .rotateByAxis() has been removed.');\n },\n applyToBuffer: function applyToBuffer(buffer\n /*, offset, length */\n ) {\n console.warn('THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.');\n return this.applyToBufferAttribute(buffer);\n },\n applyToVector3Array: function\n /* array, offset, length */\n applyToVector3Array() {\n console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');\n },\n makeFrustum: function makeFrustum(left, right, bottom, top, near, far) {\n console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');\n return this.makePerspective(left, right, top, bottom, near, far);\n }\n});\n\nPlane.prototype.isIntersectionLine = function (line) {\n console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');\n return this.intersectsLine(line);\n};\n\nQuaternion.prototype.multiplyVector3 = function (vector) {\n console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');\n return vector.applyQuaternion(this);\n};\n\nObject.assign(Ray.prototype, {\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n isIntersectionPlane: function isIntersectionPlane(plane) {\n console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');\n return this.intersectsPlane(plane);\n },\n isIntersectionSphere: function isIntersectionSphere(sphere) {\n console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');\n return this.intersectsSphere(sphere);\n }\n});\nObject.assign(Triangle.prototype, {\n area: function area() {\n console.warn('THREE.Triangle: .area() has been renamed to .getArea().');\n return this.getArea();\n },\n barycoordFromPoint: function barycoordFromPoint(point, target) {\n console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');\n return this.getBarycoord(point, target);\n },\n midpoint: function midpoint(target) {\n console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');\n return this.getMidpoint(target);\n },\n normal: function normal(target) {\n console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');\n return this.getNormal(target);\n },\n plane: function plane(target) {\n console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');\n return this.getPlane(target);\n }\n});\nObject.assign(Triangle, {\n barycoordFromPoint: function barycoordFromPoint(point, a, b, c, target) {\n console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');\n return Triangle.getBarycoord(point, a, b, c, target);\n },\n normal: function normal(a, b, c, target) {\n console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');\n return Triangle.getNormal(a, b, c, target);\n }\n});\nObject.assign(Shape.prototype, {\n extractAllPoints: function extractAllPoints(divisions) {\n console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');\n return this.extractPoints(divisions);\n },\n extrude: function extrude(options) {\n console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');\n return new ExtrudeGeometry(this, options);\n },\n makeGeometry: function makeGeometry(options) {\n console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');\n return new ShapeGeometry(this, options);\n }\n});\nObject.assign(Vector2.prototype, {\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n distanceToManhattan: function distanceToManhattan(v) {\n console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');\n return this.manhattanDistanceTo(v);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n});\nObject.assign(Vector3.prototype, {\n setEulerFromRotationMatrix: function setEulerFromRotationMatrix() {\n console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');\n },\n setEulerFromQuaternion: function setEulerFromQuaternion() {\n console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');\n },\n getPositionFromMatrix: function getPositionFromMatrix(m) {\n console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');\n return this.setFromMatrixPosition(m);\n },\n getScaleFromMatrix: function getScaleFromMatrix(m) {\n console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');\n return this.setFromMatrixScale(m);\n },\n getColumnFromMatrix: function getColumnFromMatrix(index, matrix) {\n console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');\n return this.setFromMatrixColumn(matrix, index);\n },\n applyProjection: function applyProjection(m) {\n console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');\n return this.applyMatrix4(m);\n },\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n distanceToManhattan: function distanceToManhattan(v) {\n console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');\n return this.manhattanDistanceTo(v);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n});\nObject.assign(Vector4.prototype, {\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n}); //\n\nObject.assign(Geometry.prototype, {\n computeTangents: function computeTangents() {\n console.error('THREE.Geometry: .computeTangents() has been removed.');\n },\n computeLineDistances: function computeLineDistances() {\n console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');\n }\n});\nObject.assign(Object3D.prototype, {\n getChildByName: function getChildByName(name) {\n console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');\n return this.getObjectByName(name);\n },\n renderDepth: function renderDepth() {\n console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');\n },\n translate: function translate(distance, axis) {\n console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');\n return this.translateOnAxis(axis, distance);\n },\n getWorldRotation: function getWorldRotation() {\n console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');\n }\n});\nObject.defineProperties(Object3D.prototype, {\n eulerOrder: {\n get: function get() {\n console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');\n return this.rotation.order;\n },\n set: function set(value) {\n console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');\n this.rotation.order = value;\n }\n },\n useQuaternion: {\n get: function get() {\n console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');\n },\n set: function set() {\n console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');\n }\n }\n});\nObject.defineProperties(LOD.prototype, {\n objects: {\n get: function get() {\n console.warn('THREE.LOD: .objects has been renamed to .levels.');\n return this.levels;\n }\n }\n});\nObject.defineProperty(Skeleton.prototype, 'useVertexTexture', {\n get: function get() {\n console.warn('THREE.Skeleton: useVertexTexture has been removed.');\n },\n set: function set() {\n console.warn('THREE.Skeleton: useVertexTexture has been removed.');\n }\n});\n\nSkinnedMesh.prototype.initBones = function () {\n console.error('THREE.SkinnedMesh: initBones() has been removed.');\n};\n\nObject.defineProperty(Curve.prototype, '__arcLengthDivisions', {\n get: function get() {\n console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');\n return this.arcLengthDivisions;\n },\n set: function set(value) {\n console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');\n this.arcLengthDivisions = value;\n }\n}); //\n\nPerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {\n console.warn(\"THREE.PerspectiveCamera.setLens is deprecated. \" + \"Use .setFocalLength and .filmGauge for a photographic setup.\");\n if (filmGauge !== undefined) this.filmGauge = filmGauge;\n this.setFocalLength(focalLength);\n}; //\n\n\nObject.defineProperties(Light.prototype, {\n onlyShadow: {\n set: function set() {\n console.warn('THREE.Light: .onlyShadow has been removed.');\n }\n },\n shadowCameraFov: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');\n this.shadow.camera.fov = value;\n }\n },\n shadowCameraLeft: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');\n this.shadow.camera.left = value;\n }\n },\n shadowCameraRight: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');\n this.shadow.camera.right = value;\n }\n },\n shadowCameraTop: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');\n this.shadow.camera.top = value;\n }\n },\n shadowCameraBottom: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');\n this.shadow.camera.bottom = value;\n }\n },\n shadowCameraNear: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');\n this.shadow.camera.near = value;\n }\n },\n shadowCameraFar: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');\n this.shadow.camera.far = value;\n }\n },\n shadowCameraVisible: {\n set: function set() {\n console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');\n }\n },\n shadowBias: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowBias is now .shadow.bias.');\n this.shadow.bias = value;\n }\n },\n shadowDarkness: {\n set: function set() {\n console.warn('THREE.Light: .shadowDarkness has been removed.');\n }\n },\n shadowMapWidth: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');\n this.shadow.mapSize.width = value;\n }\n },\n shadowMapHeight: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');\n this.shadow.mapSize.height = value;\n }\n }\n}); //\n\nObject.defineProperties(BufferAttribute.prototype, {\n length: {\n get: function get() {\n console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');\n return this.array.length;\n }\n },\n copyIndicesArray: function\n /* indices */\n copyIndicesArray() {\n console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');\n }\n});\nObject.assign(BufferGeometry.prototype, {\n addIndex: function addIndex(index) {\n console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');\n this.setIndex(index);\n },\n addDrawCall: function addDrawCall(start, count, indexOffset) {\n if (indexOffset !== undefined) {\n console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');\n }\n\n console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');\n this.addGroup(start, count);\n },\n clearDrawCalls: function clearDrawCalls() {\n console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');\n this.clearGroups();\n },\n computeTangents: function computeTangents() {\n console.warn('THREE.BufferGeometry: .computeTangents() has been removed.');\n },\n computeOffsets: function computeOffsets() {\n console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');\n }\n});\nObject.defineProperties(BufferGeometry.prototype, {\n drawcalls: {\n get: function get() {\n console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');\n return this.groups;\n }\n },\n offsets: {\n get: function get() {\n console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');\n return this.groups;\n }\n }\n}); //\n\nObject.assign(ExtrudeBufferGeometry.prototype, {\n getArrays: function getArrays() {\n console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.');\n },\n addShapeList: function addShapeList() {\n console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.');\n },\n addShape: function addShape() {\n console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.');\n }\n}); //\n\nObject.defineProperties(Uniform.prototype, {\n dynamic: {\n set: function set() {\n console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.');\n }\n },\n onUpdate: {\n value: function value() {\n console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');\n return this;\n }\n }\n}); //\n\nObject.defineProperties(Material.prototype, {\n wrapAround: {\n get: function get() {\n console.warn('THREE.Material: .wrapAround has been removed.');\n },\n set: function set() {\n console.warn('THREE.Material: .wrapAround has been removed.');\n }\n },\n overdraw: {\n get: function get() {\n console.warn('THREE.Material: .overdraw has been removed.');\n },\n set: function set() {\n console.warn('THREE.Material: .overdraw has been removed.');\n }\n },\n wrapRGB: {\n get: function get() {\n console.warn('THREE.Material: .wrapRGB has been removed.');\n return new Color();\n }\n },\n shading: {\n get: function get() {\n console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n },\n set: function set(value) {\n console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n this.flatShading = value === FlatShading;\n }\n }\n});\nObject.defineProperties(MeshPhongMaterial.prototype, {\n metal: {\n get: function get() {\n console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');\n return false;\n },\n set: function set() {\n console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');\n }\n }\n});\nObject.defineProperties(ShaderMaterial.prototype, {\n derivatives: {\n get: function get() {\n console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');\n return this.extensions.derivatives;\n },\n set: function set(value) {\n console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');\n this.extensions.derivatives = value;\n }\n }\n}); //\n\nObject.assign(WebGLRenderer.prototype, {\n clearTarget: function clearTarget(renderTarget, color, depth, stencil) {\n console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');\n this.setRenderTarget(renderTarget);\n this.clear(color, depth, stencil);\n },\n animate: function animate(callback) {\n console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');\n this.setAnimationLoop(callback);\n },\n getCurrentRenderTarget: function getCurrentRenderTarget() {\n console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');\n return this.getRenderTarget();\n },\n getMaxAnisotropy: function getMaxAnisotropy() {\n console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');\n return this.capabilities.getMaxAnisotropy();\n },\n getPrecision: function getPrecision() {\n console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');\n return this.capabilities.precision;\n },\n resetGLState: function resetGLState() {\n console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');\n return this.state.reset();\n },\n supportsFloatTextures: function supportsFloatTextures() {\n console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).');\n return this.extensions.get('OES_texture_float');\n },\n supportsHalfFloatTextures: function supportsHalfFloatTextures() {\n console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).');\n return this.extensions.get('OES_texture_half_float');\n },\n supportsStandardDerivatives: function supportsStandardDerivatives() {\n console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).');\n return this.extensions.get('OES_standard_derivatives');\n },\n supportsCompressedTextureS3TC: function supportsCompressedTextureS3TC() {\n console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).');\n return this.extensions.get('WEBGL_compressed_texture_s3tc');\n },\n supportsCompressedTexturePVRTC: function supportsCompressedTexturePVRTC() {\n console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).');\n return this.extensions.get('WEBGL_compressed_texture_pvrtc');\n },\n supportsBlendMinMax: function supportsBlendMinMax() {\n console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).');\n return this.extensions.get('EXT_blend_minmax');\n },\n supportsVertexTextures: function supportsVertexTextures() {\n console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');\n return this.capabilities.vertexTextures;\n },\n supportsInstancedArrays: function supportsInstancedArrays() {\n console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).');\n return this.extensions.get('ANGLE_instanced_arrays');\n },\n enableScissorTest: function enableScissorTest(boolean) {\n console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');\n this.setScissorTest(boolean);\n },\n initMaterial: function initMaterial() {\n console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');\n },\n addPrePlugin: function addPrePlugin() {\n console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');\n },\n addPostPlugin: function addPostPlugin() {\n console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');\n },\n updateShadowMap: function updateShadowMap() {\n console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');\n },\n setFaceCulling: function setFaceCulling() {\n console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');\n }\n});\nObject.defineProperties(WebGLRenderer.prototype, {\n shadowMapEnabled: {\n get: function get() {\n return this.shadowMap.enabled;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');\n this.shadowMap.enabled = value;\n }\n },\n shadowMapType: {\n get: function get() {\n return this.shadowMap.type;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');\n this.shadowMap.type = value;\n }\n },\n shadowMapCullFace: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function\n /* value */\n set() {\n console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');\n }\n }\n});\nObject.defineProperties(WebGLShadowMap.prototype, {\n cullFace: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function\n /* cullFace */\n set() {\n console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');\n }\n },\n renderReverseSided: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');\n }\n },\n renderSingleSided: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');\n }\n }\n}); //\n\nObject.defineProperties(WebGLRenderTarget.prototype, {\n wrapS: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');\n return this.texture.wrapS;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');\n this.texture.wrapS = value;\n }\n },\n wrapT: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');\n return this.texture.wrapT;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');\n this.texture.wrapT = value;\n }\n },\n magFilter: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');\n return this.texture.magFilter;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');\n this.texture.magFilter = value;\n }\n },\n minFilter: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');\n return this.texture.minFilter;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');\n this.texture.minFilter = value;\n }\n },\n anisotropy: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');\n return this.texture.anisotropy;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');\n this.texture.anisotropy = value;\n }\n },\n offset: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');\n return this.texture.offset;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');\n this.texture.offset = value;\n }\n },\n repeat: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');\n return this.texture.repeat;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');\n this.texture.repeat = value;\n }\n },\n format: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');\n return this.texture.format;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');\n this.texture.format = value;\n }\n },\n type: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');\n return this.texture.type;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');\n this.texture.type = value;\n }\n },\n generateMipmaps: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');\n return this.texture.generateMipmaps;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');\n this.texture.generateMipmaps = value;\n }\n }\n}); //\n\nObject.defineProperties(WebVRManager.prototype, {\n standing: {\n set: function\n /* value */\n set() {\n console.warn('THREE.WebVRManager: .standing has been removed.');\n }\n },\n userHeight: {\n set: function\n /* value */\n set() {\n console.warn('THREE.WebVRManager: .userHeight has been removed.');\n }\n }\n}); //\n\nAudio.prototype.load = function (file) {\n console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');\n var scope = this;\n var audioLoader = new AudioLoader();\n audioLoader.load(file, function (buffer) {\n scope.setBuffer(buffer);\n });\n return this;\n};\n\nAudioAnalyser.prototype.getData = function () {\n console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');\n return this.getFrequencyData();\n}; //\n\n\nCubeCamera.prototype.updateCubeMap = function (renderer, scene) {\n console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');\n return this.update(renderer, scene);\n}; //\n\n\nvar GeometryUtils = {\n merge: function merge(geometry1, geometry2, materialIndexOffset) {\n console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');\n var matrix;\n\n if (geometry2.isMesh) {\n geometry2.matrixAutoUpdate && geometry2.updateMatrix();\n matrix = geometry2.matrix;\n geometry2 = geometry2.geometry;\n }\n\n geometry1.merge(geometry2, matrix, materialIndexOffset);\n },\n center: function center(geometry) {\n console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');\n return geometry.center();\n }\n};\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function (url, mapping, onLoad, onError) {\n console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');\n var loader = new TextureLoader();\n loader.setCrossOrigin(this.crossOrigin);\n var texture = loader.load(url, onLoad, undefined, onError);\n if (mapping) texture.mapping = mapping;\n return texture;\n};\n\nImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {\n console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');\n var loader = new CubeTextureLoader();\n loader.setCrossOrigin(this.crossOrigin);\n var texture = loader.load(urls, onLoad, undefined, onError);\n if (mapping) texture.mapping = mapping;\n return texture;\n};\n\nImageUtils.loadCompressedTexture = function () {\n console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');\n}; //\n\n\nfunction Projector() {\n console.error('THREE.Projector has been moved to /examples/js/renderers/Projector.js.');\n\n this.projectVector = function (vector, camera) {\n console.warn('THREE.Projector: .projectVector() is now vector.project().');\n vector.project(camera);\n };\n\n this.unprojectVector = function (vector, camera) {\n console.warn('THREE.Projector: .unprojectVector() is now vector.unproject().');\n vector.unproject(camera);\n };\n\n this.pickingRay = function () {\n console.error('THREE.Projector: .pickingRay() is now raycaster.setFromCamera().');\n };\n} //\n\n\nfunction CanvasRenderer() {\n console.error('THREE.CanvasRenderer has been removed');\n} //\n\n\nfunction JSONLoader() {\n console.error('THREE.JSONLoader has been removed.');\n} //\n\n\nvar SceneUtils = {\n createMultiMaterialObject: function\n /* geometry, materials */\n createMultiMaterialObject() {\n console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');\n },\n detach: function\n /* child, parent, scene */\n detach() {\n console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');\n },\n attach: function\n /* child, scene, parent */\n attach() {\n console.error('THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js');\n }\n}; //\n\nfunction LensFlare() {\n console.error('THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js');\n}\n\nexport { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, LineLoop, Line, Points, Group, VideoTexture, DataTexture, DataTexture3D, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, AnimationLoader, CompressedTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, ImageLoader, ImageBitmapLoader, FontLoader, FileLoader, Loader, LoaderUtils, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, ArrayCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, Box3Helper, PlaneHelper, ArrowHelper, AxesHelper, Shape, Path, ShapePath, Font, CurvePath, Curve, ImageUtils, ShapeUtils, WebGLUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, TextBufferGeometry, SphereGeometry, SphereBufferGeometry, RingGeometry, RingBufferGeometry, PlaneGeometry, PlaneBufferGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, ExtrudeBufferGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleGeometry, CircleBufferGeometry, BoxGeometry, BoxBufferGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshBasicMaterial, MeshMatcapMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, ArcCurve, CatmullRomCurve3, CubicBezierCurve, CubicBezierCurve3, EllipseCurve, LineCurve, LineCurve3, QuadraticBezierCurve, QuadraticBezierCurve3, SplineCurve, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, ACESFilmicToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RedFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, TangentSpaceNormalMap, ObjectSpaceNormalMap, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, MultiMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, SplineCurve3, Spline, AxisHelper, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, BinaryTextureLoader, GeometryUtils, Projector, CanvasRenderer, JSONLoader, SceneUtils, LensFlare };"],"sourceRoot":""}