). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n } catch (error) {\n bounds = _getBBoxHack.call(target, true);\n }\n\n bounds && (bounds.width || bounds.height) || target.getBBox === _getBBoxHack || (bounds = _getBBoxHack.call(target, true)); //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\n return bounds && !bounds.width && !bounds.x && !bounds.y ? {\n x: +_getAttributeFallbacks(target, [\"x\", \"cx\", \"x1\"]) || 0,\n y: +_getAttributeFallbacks(target, [\"y\", \"cy\", \"y1\"]) || 0,\n width: 0,\n height: 0\n } : bounds;\n},\n _isSVG = function _isSVG(e) {\n return !!(e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n},\n //reports if the element is an SVG on which getBBox() actually works\n_removeProperty = function _removeProperty(target, property) {\n if (property) {\n var style = target.style;\n\n if (property in _transformProps && property !== _transformOriginProp) {\n property = _transformProp;\n }\n\n if (style.removeProperty) {\n if (property.substr(0, 2) === \"ms\" || property.substr(0, 6) === \"webkit\") {\n //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n property = \"-\" + property;\n }\n\n style.removeProperty(property.replace(_capsExp, \"-$1\").toLowerCase());\n } else {\n //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n style.removeAttribute(property);\n }\n }\n},\n _addNonTweeningPT = function _addNonTweeningPT(plugin, target, property, beginning, end, onlySetAtEnd) {\n var pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(plugin._pt, target, property, 0, 1, onlySetAtEnd ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue);\n plugin._pt = pt;\n pt.b = beginning;\n pt.e = end;\n\n plugin._props.push(property);\n\n return pt;\n},\n _nonConvertibleUnits = {\n deg: 1,\n rad: 1,\n turn: 1\n},\n _nonStandardLayouts = {\n grid: 1,\n flex: 1\n},\n //takes a single value like 20px and converts it to the unit specified, like \"%\", returning only the numeric amount.\n_convertToUnit = function _convertToUnit(target, property, value, unit) {\n var curValue = parseFloat(value) || 0,\n curUnit = (value + \"\").trim().substr((curValue + \"\").length) || \"px\",\n // some browsers leave extra whitespace at the beginning of CSS variables, hence the need to trim()\n style = _tempDiv.style,\n horizontal = _horizontalExp.test(property),\n isRootSVG = target.tagName.toLowerCase() === \"svg\",\n measureProperty = (isRootSVG ? \"client\" : \"offset\") + (horizontal ? \"Width\" : \"Height\"),\n amount = 100,\n toPixels = unit === \"px\",\n toPercent = unit === \"%\",\n px,\n parent,\n cache,\n isSVG;\n\n if (unit === curUnit || !curValue || _nonConvertibleUnits[unit] || _nonConvertibleUnits[curUnit]) {\n return curValue;\n }\n\n curUnit !== \"px\" && !toPixels && (curValue = _convertToUnit(target, property, value, \"px\"));\n isSVG = target.getCTM && _isSVG(target);\n\n if ((toPercent || curUnit === \"%\") && (_transformProps[property] || ~property.indexOf(\"adius\"))) {\n px = isSVG ? target.getBBox()[horizontal ? \"width\" : \"height\"] : target[measureProperty];\n return (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(toPercent ? curValue / px * amount : curValue / 100 * px);\n }\n\n style[horizontal ? \"width\" : \"height\"] = amount + (toPixels ? curUnit : unit);\n parent = ~property.indexOf(\"adius\") || unit === \"em\" && target.appendChild && !isRootSVG ? target : target.parentNode;\n\n if (isSVG) {\n parent = (target.ownerSVGElement || {}).parentNode;\n }\n\n if (!parent || parent === _doc || !parent.appendChild) {\n parent = _doc.body;\n }\n\n cache = parent._gsap;\n\n if (cache && toPercent && cache.width && horizontal && cache.time === _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._ticker.time && !cache.uncache) {\n return (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(curValue / cache.width * amount);\n } else {\n (toPercent || curUnit === \"%\") && !_nonStandardLayouts[_getComputedProperty(parent, \"display\")] && (style.position = _getComputedProperty(target, \"position\"));\n parent === target && (style.position = \"static\"); // like for borderRadius, if it's a % we must have it relative to the target itself but that may not have position: relative or position: absolute in which case it'd go up the chain until it finds its offsetParent (bad). position: static protects against that.\n\n parent.appendChild(_tempDiv);\n px = _tempDiv[measureProperty];\n parent.removeChild(_tempDiv);\n style.position = \"absolute\";\n\n if (horizontal && toPercent) {\n cache = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._getCache)(parent);\n cache.time = _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._ticker.time;\n cache.width = parent[measureProperty];\n }\n }\n\n return (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(toPixels ? px * curValue / amount : px && curValue ? amount / px * curValue : 0);\n},\n _get = function _get(target, property, unit, uncache) {\n var value;\n _pluginInitted || _initCore();\n\n if (property in _propertyAliases && property !== \"transform\") {\n property = _propertyAliases[property];\n\n if (~property.indexOf(\",\")) {\n property = property.split(\",\")[0];\n }\n }\n\n if (_transformProps[property] && property !== \"transform\") {\n value = _parseTransform(target, uncache);\n value = property !== \"transformOrigin\" ? value[property] : value.svg ? value.origin : _firstTwoOnly(_getComputedProperty(target, _transformOriginProp)) + \" \" + value.zOrigin + \"px\";\n } else {\n value = target.style[property];\n\n if (!value || value === \"auto\" || uncache || ~(value + \"\").indexOf(\"calc(\")) {\n value = _specialProps[property] && _specialProps[property](target, property, unit) || _getComputedProperty(target, property) || (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._getProperty)(target, property) || (property === \"opacity\" ? 1 : 0); // note: some browsers, like Firefox, don't report borderRadius correctly! Instead, it only reports every corner like borderTopLeftRadius\n }\n }\n\n return unit && !~(value + \"\").trim().indexOf(\" \") ? _convertToUnit(target, property, value, unit) + unit : value;\n},\n _tweenComplexCSSString = function _tweenComplexCSSString(target, prop, start, end) {\n // note: we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n if (!start || start === \"none\") {\n // some browsers like Safari actually PREFER the prefixed property and mis-report the unprefixed value like clipPath (BUG). In other words, even though clipPath exists in the style (\"clipPath\" in target.style) and it's set in the CSS properly (along with -webkit-clip-path), Safari reports clipPath as \"none\" whereas WebkitClipPath reports accurately like \"ellipse(100% 0% at 50% 0%)\", so in this case we must SWITCH to using the prefixed property instead. See https://greensock.com/forums/topic/18310-clippath-doesnt-work-on-ios/\n var p = _checkPropPrefix(prop, target, 1),\n s = p && _getComputedProperty(target, p, 1);\n\n if (s && s !== start) {\n prop = p;\n start = s;\n } else if (prop === \"borderColor\") {\n start = _getComputedProperty(target, \"borderTopColor\"); // Firefox bug: always reports \"borderColor\" as \"\", so we must fall back to borderTopColor. See https://greensock.com/forums/topic/24583-how-to-return-colors-that-i-had-after-reverse/\n }\n }\n\n var pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(this._pt, target.style, prop, 0, 1, _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._renderComplexString),\n index = 0,\n matchIndex = 0,\n a,\n result,\n startValues,\n startNum,\n color,\n startValue,\n endValue,\n endNum,\n chunk,\n endUnit,\n startUnit,\n endValues;\n pt.b = start;\n pt.e = end;\n start += \"\"; // ensure values are strings\n\n end += \"\";\n\n if (end === \"auto\") {\n target.style[prop] = end;\n end = _getComputedProperty(target, prop) || end;\n target.style[prop] = start;\n }\n\n a = [start, end];\n\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._colorStringFilter)(a); // pass an array with the starting and ending values and let the filter do whatever it needs to the values. If colors are found, it returns true and then we must match where the color shows up order-wise because for things like boxShadow, sometimes the browser provides the computed values with the color FIRST, but the user provides it with the color LAST, so flip them if necessary. Same for drop-shadow().\n\n\n start = a[0];\n end = a[1];\n startValues = start.match(_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._numWithUnitExp) || [];\n endValues = end.match(_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._numWithUnitExp) || [];\n\n if (endValues.length) {\n while (result = _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._numWithUnitExp.exec(end)) {\n endValue = result[0];\n chunk = end.substring(index, result.index);\n\n if (color) {\n color = (color + 1) % 5;\n } else if (chunk.substr(-5) === \"rgba(\" || chunk.substr(-5) === \"hsla(\") {\n color = 1;\n }\n\n if (endValue !== (startValue = startValues[matchIndex++] || \"\")) {\n startNum = parseFloat(startValue) || 0;\n startUnit = startValue.substr((startNum + \"\").length);\n endValue.charAt(1) === \"=\" && (endValue = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._parseRelative)(startNum, endValue) + startUnit);\n endNum = parseFloat(endValue);\n endUnit = endValue.substr((endNum + \"\").length);\n index = _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._numWithUnitExp.lastIndex - endUnit.length;\n\n if (!endUnit) {\n //if something like \"perspective:300\" is passed in and we must add a unit to the end\n endUnit = endUnit || _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units[prop] || startUnit;\n\n if (index === end.length) {\n end += endUnit;\n pt.e += endUnit;\n }\n }\n\n if (startUnit !== endUnit) {\n startNum = _convertToUnit(target, prop, startValue, endUnit) || 0;\n } // these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.\n\n\n pt._pt = {\n _next: pt._pt,\n p: chunk || matchIndex === 1 ? chunk : \",\",\n //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n s: startNum,\n c: endNum - startNum,\n m: color && color < 4 || prop === \"zIndex\" ? Math.round : 0\n };\n }\n }\n\n pt.c = index < end.length ? end.substring(index, end.length) : \"\"; //we use the \"c\" of the PropTween to store the final part of the string (after the last number)\n } else {\n pt.r = prop === \"display\" && end === \"none\" ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue;\n }\n\n _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._relExp.test(end) && (pt.e = 0); //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\n this._pt = pt; //start the linked list with this new PropTween. Remember, we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within another plugin too, thus \"this\" would refer to the plugin.\n\n return pt;\n},\n _keywordToPercent = {\n top: \"0%\",\n bottom: \"100%\",\n left: \"0%\",\n right: \"100%\",\n center: \"50%\"\n},\n _convertKeywordsToPercentages = function _convertKeywordsToPercentages(value) {\n var split = value.split(\" \"),\n x = split[0],\n y = split[1] || \"50%\";\n\n if (x === \"top\" || x === \"bottom\" || y === \"left\" || y === \"right\") {\n //the user provided them in the wrong order, so flip them\n value = x;\n x = y;\n y = value;\n }\n\n split[0] = _keywordToPercent[x] || x;\n split[1] = _keywordToPercent[y] || y;\n return split.join(\" \");\n},\n _renderClearProps = function _renderClearProps(ratio, data) {\n if (data.tween && data.tween._time === data.tween._dur) {\n var target = data.t,\n style = target.style,\n props = data.u,\n cache = target._gsap,\n prop,\n clearTransforms,\n i;\n\n if (props === \"all\" || props === true) {\n style.cssText = \"\";\n clearTransforms = 1;\n } else {\n props = props.split(\",\");\n i = props.length;\n\n while (--i > -1) {\n prop = props[i];\n\n if (_transformProps[prop]) {\n clearTransforms = 1;\n prop = prop === \"transformOrigin\" ? _transformOriginProp : _transformProp;\n }\n\n _removeProperty(target, prop);\n }\n }\n\n if (clearTransforms) {\n _removeProperty(target, _transformProp);\n\n if (cache) {\n cache.svg && target.removeAttribute(\"transform\");\n\n _parseTransform(target, 1); // force all the cached values back to \"normal\"/identity, otherwise if there's another tween that's already set to render transforms on this element, it could display the wrong values.\n\n\n cache.uncache = 1;\n\n _removeIndependentTransforms(style);\n }\n }\n }\n},\n // note: specialProps should return 1 if (and only if) they have a non-zero priority. It indicates we need to sort the linked list.\n_specialProps = {\n clearProps: function clearProps(plugin, target, property, endValue, tween) {\n if (tween.data !== \"isFromStart\") {\n var pt = plugin._pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(plugin._pt, target, property, 0, 0, _renderClearProps);\n pt.u = endValue;\n pt.pr = -10;\n pt.tween = tween;\n\n plugin._props.push(property);\n\n return 1;\n }\n }\n /* className feature (about 0.4kb gzipped).\n , className(plugin, target, property, endValue, tween) {\n \tlet _renderClassName = (ratio, data) => {\n \t\t\tdata.css.render(ratio, data.css);\n \t\t\tif (!ratio || ratio === 1) {\n \t\t\t\tlet inline = data.rmv,\n \t\t\t\t\ttarget = data.t,\n \t\t\t\t\tp;\n \t\t\t\ttarget.setAttribute(\"class\", ratio ? data.e : data.b);\n \t\t\t\tfor (p in inline) {\n \t\t\t\t\t_removeProperty(target, p);\n \t\t\t\t}\n \t\t\t}\n \t\t},\n \t\t_getAllStyles = (target) => {\n \t\t\tlet styles = {},\n \t\t\t\tcomputed = getComputedStyle(target),\n \t\t\t\tp;\n \t\t\tfor (p in computed) {\n \t\t\t\tif (isNaN(p) && p !== \"cssText\" && p !== \"length\") {\n \t\t\t\t\tstyles[p] = computed[p];\n \t\t\t\t}\n \t\t\t}\n \t\t\t_setDefaults(styles, _parseTransform(target, 1));\n \t\t\treturn styles;\n \t\t},\n \t\tstartClassList = target.getAttribute(\"class\"),\n \t\tstyle = target.style,\n \t\tcssText = style.cssText,\n \t\tcache = target._gsap,\n \t\tclassPT = cache.classPT,\n \t\tinlineToRemoveAtEnd = {},\n \t\tdata = {t:target, plugin:plugin, rmv:inlineToRemoveAtEnd, b:startClassList, e:(endValue.charAt(1) !== \"=\") ? endValue : startClassList.replace(new RegExp(\"(?:\\\\s|^)\" + endValue.substr(2) + \"(?![\\\\w-])\"), \"\") + ((endValue.charAt(0) === \"+\") ? \" \" + endValue.substr(2) : \"\")},\n \t\tchangingVars = {},\n \t\tstartVars = _getAllStyles(target),\n \t\ttransformRelated = /(transform|perspective)/i,\n \t\tendVars, p;\n \tif (classPT) {\n \t\tclassPT.r(1, classPT.d);\n \t\t_removeLinkedListItem(classPT.d.plugin, classPT, \"_pt\");\n \t}\n \ttarget.setAttribute(\"class\", data.e);\n \tendVars = _getAllStyles(target, true);\n \ttarget.setAttribute(\"class\", startClassList);\n \tfor (p in endVars) {\n \t\tif (endVars[p] !== startVars[p] && !transformRelated.test(p)) {\n \t\t\tchangingVars[p] = endVars[p];\n \t\t\tif (!style[p] && style[p] !== \"0\") {\n \t\t\t\tinlineToRemoveAtEnd[p] = 1;\n \t\t\t}\n \t\t}\n \t}\n \tcache.classPT = plugin._pt = new PropTween(plugin._pt, target, \"className\", 0, 0, _renderClassName, data, 0, -11);\n \tif (style.cssText !== cssText) { //only apply if things change. Otherwise, in cases like a background-image that's pulled dynamically, it could cause a refresh. See https://greensock.com/forums/topic/20368-possible-gsap-bug-switching-classnames-in-chrome/.\n \t\tstyle.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n \t}\n \t_parseTransform(target, true); //to clear the caching of transforms\n \tdata.css = new gsap.plugins.css();\n \tdata.css.init(target, changingVars, tween);\n \tplugin._props.push(...data.css._props);\n \treturn 1;\n }\n */\n\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * TRANSFORMS\n * --------------------------------------------------------------------------------------\n */\n_identity2DMatrix = [1, 0, 0, 1, 0, 0],\n _rotationalProperties = {},\n _isNullTransform = function _isNullTransform(value) {\n return value === \"matrix(1, 0, 0, 1, 0, 0)\" || value === \"none\" || !value;\n},\n _getComputedTransformMatrixAsArray = function _getComputedTransformMatrixAsArray(target) {\n var matrixString = _getComputedProperty(target, _transformProp);\n\n return _isNullTransform(matrixString) ? _identity2DMatrix : matrixString.substr(7).match(_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._numExp).map(_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round);\n},\n _getMatrix = function _getMatrix(target, force2D) {\n var cache = target._gsap || (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._getCache)(target),\n style = target.style,\n matrix = _getComputedTransformMatrixAsArray(target),\n parent,\n nextSibling,\n temp,\n addedToDOM;\n\n if (cache.svg && target.getAttribute(\"transform\")) {\n temp = target.transform.baseVal.consolidate().matrix; //ensures that even complex values like \"translate(50,60) rotate(135,0,0)\" are parsed because it mashes it into a matrix.\n\n matrix = [temp.a, temp.b, temp.c, temp.d, temp.e, temp.f];\n return matrix.join(\",\") === \"1,0,0,1,0,0\" ? _identity2DMatrix : matrix;\n } else if (matrix === _identity2DMatrix && !target.offsetParent && target !== _docElement && !cache.svg) {\n //note: if offsetParent is null, that means the element isn't in the normal document flow, like if it has display:none or one of its ancestors has display:none). Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n temp = style.display;\n style.display = \"block\";\n parent = target.parentNode;\n\n if (!parent || !target.offsetParent) {\n // note: in 3.3.0 we switched target.offsetParent to _doc.body.contains(target) to avoid [sometimes unnecessary] MutationObserver calls but that wasn't adequate because there are edge cases where nested position: fixed elements need to get reparented to accurately sense transforms. See https://github.com/greensock/GSAP/issues/388 and https://github.com/greensock/GSAP/issues/375\n addedToDOM = 1; //flag\n\n nextSibling = target.nextElementSibling;\n\n _docElement.appendChild(target); //we must add it to the DOM in order to get values properly\n\n }\n\n matrix = _getComputedTransformMatrixAsArray(target);\n temp ? style.display = temp : _removeProperty(target, \"display\");\n\n if (addedToDOM) {\n nextSibling ? parent.insertBefore(target, nextSibling) : parent ? parent.appendChild(target) : _docElement.removeChild(target);\n }\n }\n\n return force2D && matrix.length > 6 ? [matrix[0], matrix[1], matrix[4], matrix[5], matrix[12], matrix[13]] : matrix;\n},\n _applySVGOrigin = function _applySVGOrigin(target, origin, originIsAbsolute, smooth, matrixArray, pluginToAddPropTweensTo) {\n var cache = target._gsap,\n matrix = matrixArray || _getMatrix(target, true),\n xOriginOld = cache.xOrigin || 0,\n yOriginOld = cache.yOrigin || 0,\n xOffsetOld = cache.xOffset || 0,\n yOffsetOld = cache.yOffset || 0,\n a = matrix[0],\n b = matrix[1],\n c = matrix[2],\n d = matrix[3],\n tx = matrix[4],\n ty = matrix[5],\n originSplit = origin.split(\" \"),\n xOrigin = parseFloat(originSplit[0]) || 0,\n yOrigin = parseFloat(originSplit[1]) || 0,\n bounds,\n determinant,\n x,\n y;\n\n if (!originIsAbsolute) {\n bounds = _getBBox(target);\n xOrigin = bounds.x + (~originSplit[0].indexOf(\"%\") ? xOrigin / 100 * bounds.width : xOrigin);\n yOrigin = bounds.y + (~(originSplit[1] || originSplit[0]).indexOf(\"%\") ? yOrigin / 100 * bounds.height : yOrigin);\n } else if (matrix !== _identity2DMatrix && (determinant = a * d - b * c)) {\n //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n x = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + (c * ty - d * tx) / determinant;\n y = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - (a * ty - b * tx) / determinant;\n xOrigin = x;\n yOrigin = y;\n }\n\n if (smooth || smooth !== false && cache.smooth) {\n tx = xOrigin - xOriginOld;\n ty = yOrigin - yOriginOld;\n cache.xOffset = xOffsetOld + (tx * a + ty * c) - tx;\n cache.yOffset = yOffsetOld + (tx * b + ty * d) - ty;\n } else {\n cache.xOffset = cache.yOffset = 0;\n }\n\n cache.xOrigin = xOrigin;\n cache.yOrigin = yOrigin;\n cache.smooth = !!smooth;\n cache.origin = origin;\n cache.originIsAbsolute = !!originIsAbsolute;\n target.style[_transformOriginProp] = \"0px 0px\"; //otherwise, if someone sets an origin via CSS, it will likely interfere with the SVG transform attribute ones (because remember, we're baking the origin into the matrix() value).\n\n if (pluginToAddPropTweensTo) {\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"xOrigin\", xOriginOld, xOrigin);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"yOrigin\", yOriginOld, yOrigin);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"xOffset\", xOffsetOld, cache.xOffset);\n\n _addNonTweeningPT(pluginToAddPropTweensTo, cache, \"yOffset\", yOffsetOld, cache.yOffset);\n }\n\n target.setAttribute(\"data-svg-origin\", xOrigin + \" \" + yOrigin);\n},\n _parseTransform = function _parseTransform(target, uncache) {\n var cache = target._gsap || new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.GSCache(target);\n\n if (\"x\" in cache && !uncache && !cache.uncache) {\n return cache;\n }\n\n var style = target.style,\n invertedScaleX = cache.scaleX < 0,\n px = \"px\",\n deg = \"deg\",\n cs = getComputedStyle(target),\n origin = _getComputedProperty(target, _transformOriginProp) || \"0\",\n x,\n y,\n z,\n scaleX,\n scaleY,\n rotation,\n rotationX,\n rotationY,\n skewX,\n skewY,\n perspective,\n xOrigin,\n yOrigin,\n matrix,\n angle,\n cos,\n sin,\n a,\n b,\n c,\n d,\n a12,\n a22,\n t1,\n t2,\n t3,\n a13,\n a23,\n a33,\n a42,\n a43,\n a32;\n x = y = z = rotation = rotationX = rotationY = skewX = skewY = perspective = 0;\n scaleX = scaleY = 1;\n cache.svg = !!(target.getCTM && _isSVG(target));\n\n if (cs.translate) {\n // accommodate independent transforms by combining them into normal ones.\n if (cs.translate !== \"none\" || cs.scale !== \"none\" || cs.rotate !== \"none\") {\n style[_transformProp] = (cs.translate !== \"none\" ? \"translate3d(\" + (cs.translate + \" 0 0\").split(\" \").slice(0, 3).join(\", \") + \") \" : \"\") + (cs.rotate !== \"none\" ? \"rotate(\" + cs.rotate + \") \" : \"\") + (cs.scale !== \"none\" ? \"scale(\" + cs.scale.split(\" \").join(\",\") + \") \" : \"\") + (cs[_transformProp] !== \"none\" ? cs[_transformProp] : \"\");\n }\n\n style.scale = style.rotate = style.translate = \"none\";\n }\n\n matrix = _getMatrix(target, cache.svg);\n\n if (cache.svg) {\n if (cache.uncache) {\n // if cache.uncache is true (and maybe if origin is 0,0), we need to set element.style.transformOrigin = (cache.xOrigin - bbox.x) + \"px \" + (cache.yOrigin - bbox.y) + \"px\". Previously we let the data-svg-origin stay instead, but when introducing revert(), it complicated things.\n t2 = target.getBBox();\n origin = cache.xOrigin - t2.x + \"px \" + (cache.yOrigin - t2.y) + \"px\";\n t1 = \"\";\n } else {\n t1 = !uncache && target.getAttribute(\"data-svg-origin\"); // Remember, to work around browser inconsistencies we always force SVG elements' transformOrigin to 0,0 and offset the translation accordingly.\n }\n\n _applySVGOrigin(target, t1 || origin, !!t1 || cache.originIsAbsolute, cache.smooth !== false, matrix);\n }\n\n xOrigin = cache.xOrigin || 0;\n yOrigin = cache.yOrigin || 0;\n\n if (matrix !== _identity2DMatrix) {\n a = matrix[0]; //a11\n\n b = matrix[1]; //a21\n\n c = matrix[2]; //a31\n\n d = matrix[3]; //a41\n\n x = a12 = matrix[4];\n y = a22 = matrix[5]; //2D matrix\n\n if (matrix.length === 6) {\n scaleX = Math.sqrt(a * a + b * b);\n scaleY = Math.sqrt(d * d + c * c);\n rotation = a || b ? _atan2(b, a) * _RAD2DEG : 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\n skewX = c || d ? _atan2(c, d) * _RAD2DEG + rotation : 0;\n skewX && (scaleY *= Math.abs(Math.cos(skewX * _DEG2RAD)));\n\n if (cache.svg) {\n x -= xOrigin - (xOrigin * a + yOrigin * c);\n y -= yOrigin - (xOrigin * b + yOrigin * d);\n } //3D matrix\n\n } else {\n a32 = matrix[6];\n a42 = matrix[7];\n a13 = matrix[8];\n a23 = matrix[9];\n a33 = matrix[10];\n a43 = matrix[11];\n x = matrix[12];\n y = matrix[13];\n z = matrix[14];\n angle = _atan2(a32, a33);\n rotationX = angle * _RAD2DEG; //rotationX\n\n if (angle) {\n cos = Math.cos(-angle);\n sin = Math.sin(-angle);\n t1 = a12 * cos + a13 * sin;\n t2 = a22 * cos + a23 * sin;\n t3 = a32 * cos + a33 * sin;\n a13 = a12 * -sin + a13 * cos;\n a23 = a22 * -sin + a23 * cos;\n a33 = a32 * -sin + a33 * cos;\n a43 = a42 * -sin + a43 * cos;\n a12 = t1;\n a22 = t2;\n a32 = t3;\n } //rotationY\n\n\n angle = _atan2(-c, a33);\n rotationY = angle * _RAD2DEG;\n\n if (angle) {\n cos = Math.cos(-angle);\n sin = Math.sin(-angle);\n t1 = a * cos - a13 * sin;\n t2 = b * cos - a23 * sin;\n t3 = c * cos - a33 * sin;\n a43 = d * sin + a43 * cos;\n a = t1;\n b = t2;\n c = t3;\n } //rotationZ\n\n\n angle = _atan2(b, a);\n rotation = angle * _RAD2DEG;\n\n if (angle) {\n cos = Math.cos(angle);\n sin = Math.sin(angle);\n t1 = a * cos + b * sin;\n t2 = a12 * cos + a22 * sin;\n b = b * cos - a * sin;\n a22 = a22 * cos - a12 * sin;\n a = t1;\n a12 = t2;\n }\n\n if (rotationX && Math.abs(rotationX) + Math.abs(rotation) > 359.9) {\n //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n rotationX = rotation = 0;\n rotationY = 180 - rotationY;\n }\n\n scaleX = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(Math.sqrt(a * a + b * b + c * c));\n scaleY = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(Math.sqrt(a22 * a22 + a32 * a32));\n angle = _atan2(a12, a22);\n skewX = Math.abs(angle) > 0.0002 ? angle * _RAD2DEG : 0;\n perspective = a43 ? 1 / (a43 < 0 ? -a43 : a43) : 0;\n }\n\n if (cache.svg) {\n //sense if there are CSS transforms applied on an SVG element in which case we must overwrite them when rendering. The transform attribute is more reliable cross-browser, but we can't just remove the CSS ones because they may be applied in a CSS rule somewhere (not just inline).\n t1 = target.getAttribute(\"transform\");\n cache.forceCSS = target.setAttribute(\"transform\", \"\") || !_isNullTransform(_getComputedProperty(target, _transformProp));\n t1 && target.setAttribute(\"transform\", t1);\n }\n }\n\n if (Math.abs(skewX) > 90 && Math.abs(skewX) < 270) {\n if (invertedScaleX) {\n scaleX *= -1;\n skewX += rotation <= 0 ? 180 : -180;\n rotation += rotation <= 0 ? 180 : -180;\n } else {\n scaleY *= -1;\n skewX += skewX <= 0 ? 180 : -180;\n }\n }\n\n uncache = uncache || cache.uncache;\n cache.x = x - ((cache.xPercent = x && (!uncache && cache.xPercent || (Math.round(target.offsetWidth / 2) === Math.round(-x) ? -50 : 0))) ? target.offsetWidth * cache.xPercent / 100 : 0) + px;\n cache.y = y - ((cache.yPercent = y && (!uncache && cache.yPercent || (Math.round(target.offsetHeight / 2) === Math.round(-y) ? -50 : 0))) ? target.offsetHeight * cache.yPercent / 100 : 0) + px;\n cache.z = z + px;\n cache.scaleX = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(scaleX);\n cache.scaleY = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(scaleY);\n cache.rotation = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(rotation) + deg;\n cache.rotationX = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(rotationX) + deg;\n cache.rotationY = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(rotationY) + deg;\n cache.skewX = skewX + deg;\n cache.skewY = skewY + deg;\n cache.transformPerspective = perspective + px;\n\n if (cache.zOrigin = parseFloat(origin.split(\" \")[2]) || 0) {\n style[_transformOriginProp] = _firstTwoOnly(origin);\n }\n\n cache.xOffset = cache.yOffset = 0;\n cache.force3D = _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.force3D;\n cache.renderTransform = cache.svg ? _renderSVGTransforms : _supports3D ? _renderCSSTransforms : _renderNon3DTransforms;\n cache.uncache = 0;\n return cache;\n},\n _firstTwoOnly = function _firstTwoOnly(value) {\n return (value = value.split(\" \"))[0] + \" \" + value[1];\n},\n //for handling transformOrigin values, stripping out the 3rd dimension\n_addPxTranslate = function _addPxTranslate(target, start, value) {\n var unit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(start);\n return (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(parseFloat(start) + parseFloat(_convertToUnit(target, \"x\", value + \"px\", unit))) + unit;\n},\n _renderNon3DTransforms = function _renderNon3DTransforms(ratio, cache) {\n cache.z = \"0px\";\n cache.rotationY = cache.rotationX = \"0deg\";\n cache.force3D = 0;\n\n _renderCSSTransforms(ratio, cache);\n},\n _zeroDeg = \"0deg\",\n _zeroPx = \"0px\",\n _endParenthesis = \") \",\n _renderCSSTransforms = function _renderCSSTransforms(ratio, cache) {\n var _ref = cache || this,\n xPercent = _ref.xPercent,\n yPercent = _ref.yPercent,\n x = _ref.x,\n y = _ref.y,\n z = _ref.z,\n rotation = _ref.rotation,\n rotationY = _ref.rotationY,\n rotationX = _ref.rotationX,\n skewX = _ref.skewX,\n skewY = _ref.skewY,\n scaleX = _ref.scaleX,\n scaleY = _ref.scaleY,\n transformPerspective = _ref.transformPerspective,\n force3D = _ref.force3D,\n target = _ref.target,\n zOrigin = _ref.zOrigin,\n transforms = \"\",\n use3D = force3D === \"auto\" && ratio && ratio !== 1 || force3D === true; // Safari has a bug that causes it not to render 3D transform-origin values properly, so we force the z origin to 0, record it in the cache, and then do the math here to offset the translate values accordingly (basically do the 3D transform-origin part manually)\n\n\n if (zOrigin && (rotationX !== _zeroDeg || rotationY !== _zeroDeg)) {\n var angle = parseFloat(rotationY) * _DEG2RAD,\n a13 = Math.sin(angle),\n a33 = Math.cos(angle),\n cos;\n\n angle = parseFloat(rotationX) * _DEG2RAD;\n cos = Math.cos(angle);\n x = _addPxTranslate(target, x, a13 * cos * -zOrigin);\n y = _addPxTranslate(target, y, -Math.sin(angle) * -zOrigin);\n z = _addPxTranslate(target, z, a33 * cos * -zOrigin + zOrigin);\n }\n\n if (transformPerspective !== _zeroPx) {\n transforms += \"perspective(\" + transformPerspective + _endParenthesis;\n }\n\n if (xPercent || yPercent) {\n transforms += \"translate(\" + xPercent + \"%, \" + yPercent + \"%) \";\n }\n\n if (use3D || x !== _zeroPx || y !== _zeroPx || z !== _zeroPx) {\n transforms += z !== _zeroPx || use3D ? \"translate3d(\" + x + \", \" + y + \", \" + z + \") \" : \"translate(\" + x + \", \" + y + _endParenthesis;\n }\n\n if (rotation !== _zeroDeg) {\n transforms += \"rotate(\" + rotation + _endParenthesis;\n }\n\n if (rotationY !== _zeroDeg) {\n transforms += \"rotateY(\" + rotationY + _endParenthesis;\n }\n\n if (rotationX !== _zeroDeg) {\n transforms += \"rotateX(\" + rotationX + _endParenthesis;\n }\n\n if (skewX !== _zeroDeg || skewY !== _zeroDeg) {\n transforms += \"skew(\" + skewX + \", \" + skewY + _endParenthesis;\n }\n\n if (scaleX !== 1 || scaleY !== 1) {\n transforms += \"scale(\" + scaleX + \", \" + scaleY + _endParenthesis;\n }\n\n target.style[_transformProp] = transforms || \"translate(0, 0)\";\n},\n _renderSVGTransforms = function _renderSVGTransforms(ratio, cache) {\n var _ref2 = cache || this,\n xPercent = _ref2.xPercent,\n yPercent = _ref2.yPercent,\n x = _ref2.x,\n y = _ref2.y,\n rotation = _ref2.rotation,\n skewX = _ref2.skewX,\n skewY = _ref2.skewY,\n scaleX = _ref2.scaleX,\n scaleY = _ref2.scaleY,\n target = _ref2.target,\n xOrigin = _ref2.xOrigin,\n yOrigin = _ref2.yOrigin,\n xOffset = _ref2.xOffset,\n yOffset = _ref2.yOffset,\n forceCSS = _ref2.forceCSS,\n tx = parseFloat(x),\n ty = parseFloat(y),\n a11,\n a21,\n a12,\n a22,\n temp;\n\n rotation = parseFloat(rotation);\n skewX = parseFloat(skewX);\n skewY = parseFloat(skewY);\n\n if (skewY) {\n //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n skewY = parseFloat(skewY);\n skewX += skewY;\n rotation += skewY;\n }\n\n if (rotation || skewX) {\n rotation *= _DEG2RAD;\n skewX *= _DEG2RAD;\n a11 = Math.cos(rotation) * scaleX;\n a21 = Math.sin(rotation) * scaleX;\n a12 = Math.sin(rotation - skewX) * -scaleY;\n a22 = Math.cos(rotation - skewX) * scaleY;\n\n if (skewX) {\n skewY *= _DEG2RAD;\n temp = Math.tan(skewX - skewY);\n temp = Math.sqrt(1 + temp * temp);\n a12 *= temp;\n a22 *= temp;\n\n if (skewY) {\n temp = Math.tan(skewY);\n temp = Math.sqrt(1 + temp * temp);\n a11 *= temp;\n a21 *= temp;\n }\n }\n\n a11 = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(a11);\n a21 = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(a21);\n a12 = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(a12);\n a22 = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(a22);\n } else {\n a11 = scaleX;\n a22 = scaleY;\n a21 = a12 = 0;\n }\n\n if (tx && !~(x + \"\").indexOf(\"px\") || ty && !~(y + \"\").indexOf(\"px\")) {\n tx = _convertToUnit(target, \"x\", x, \"px\");\n ty = _convertToUnit(target, \"y\", y, \"px\");\n }\n\n if (xOrigin || yOrigin || xOffset || yOffset) {\n tx = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(tx + xOrigin - (xOrigin * a11 + yOrigin * a12) + xOffset);\n ty = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(ty + yOrigin - (xOrigin * a21 + yOrigin * a22) + yOffset);\n }\n\n if (xPercent || yPercent) {\n //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the translation to simulate it.\n temp = target.getBBox();\n tx = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(tx + xPercent / 100 * temp.width);\n ty = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._round)(ty + yPercent / 100 * temp.height);\n }\n\n temp = \"matrix(\" + a11 + \",\" + a21 + \",\" + a12 + \",\" + a22 + \",\" + tx + \",\" + ty + \")\";\n target.setAttribute(\"transform\", temp);\n forceCSS && (target.style[_transformProp] = temp); //some browsers prioritize CSS transforms over the transform attribute. When we sense that the user has CSS transforms applied, we must overwrite them this way (otherwise some browser simply won't render the transform attribute changes!)\n},\n _addRotationalPropTween = function _addRotationalPropTween(plugin, target, property, startNum, endValue) {\n var cap = 360,\n isString = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._isString)(endValue),\n endNum = parseFloat(endValue) * (isString && ~endValue.indexOf(\"rad\") ? _RAD2DEG : 1),\n change = endNum - startNum,\n finalValue = startNum + change + \"deg\",\n direction,\n pt;\n\n if (isString) {\n direction = endValue.split(\"_\")[1];\n\n if (direction === \"short\") {\n change %= cap;\n\n if (change !== change % (cap / 2)) {\n change += change < 0 ? cap : -cap;\n }\n }\n\n if (direction === \"cw\" && change < 0) {\n change = (change + cap * _bigNum) % cap - ~~(change / cap) * cap;\n } else if (direction === \"ccw\" && change > 0) {\n change = (change - cap * _bigNum) % cap - ~~(change / cap) * cap;\n }\n }\n\n plugin._pt = pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(plugin._pt, target, property, startNum, change, _renderPropWithEnd);\n pt.e = finalValue;\n pt.u = \"deg\";\n\n plugin._props.push(property);\n\n return pt;\n},\n _assign = function _assign(target, source) {\n // Internet Explorer doesn't have Object.assign(), so we recreate it here.\n for (var p in source) {\n target[p] = source[p];\n }\n\n return target;\n},\n _addRawTransformPTs = function _addRawTransformPTs(plugin, transforms, target) {\n //for handling cases where someone passes in a whole transform string, like transform: \"scale(2, 3) rotate(20deg) translateY(30em)\"\n var startCache = _assign({}, target._gsap),\n exclude = \"perspective,force3D,transformOrigin,svgOrigin\",\n style = target.style,\n endCache,\n p,\n startValue,\n endValue,\n startNum,\n endNum,\n startUnit,\n endUnit;\n\n if (startCache.svg) {\n startValue = target.getAttribute(\"transform\");\n target.setAttribute(\"transform\", \"\");\n style[_transformProp] = transforms;\n endCache = _parseTransform(target, 1);\n\n _removeProperty(target, _transformProp);\n\n target.setAttribute(\"transform\", startValue);\n } else {\n startValue = getComputedStyle(target)[_transformProp];\n style[_transformProp] = transforms;\n endCache = _parseTransform(target, 1);\n style[_transformProp] = startValue;\n }\n\n for (p in _transformProps) {\n startValue = startCache[p];\n endValue = endCache[p];\n\n if (startValue !== endValue && exclude.indexOf(p) < 0) {\n //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n startUnit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(startValue);\n endUnit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(endValue);\n startNum = startUnit !== endUnit ? _convertToUnit(target, p, startValue, endUnit) : parseFloat(startValue);\n endNum = parseFloat(endValue);\n plugin._pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(plugin._pt, endCache, p, startNum, endNum - startNum, _renderCSSProp);\n plugin._pt.u = endUnit || 0;\n\n plugin._props.push(p);\n }\n }\n\n _assign(endCache, startCache);\n}; // handle splitting apart padding, margin, borderWidth, and borderRadius into their 4 components. Firefox, for example, won't report borderRadius correctly - it will only do borderTopLeftRadius and the other corners. We also want to handle paddingTop, marginLeft, borderRightWidth, etc.\n\n\n(0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._forEachName)(\"padding,margin,Width,Radius\", function (name, index) {\n var t = \"Top\",\n r = \"Right\",\n b = \"Bottom\",\n l = \"Left\",\n props = (index < 3 ? [t, r, b, l] : [t + l, t + r, b + r, b + l]).map(function (side) {\n return index < 2 ? name + side : \"border\" + side + name;\n });\n\n _specialProps[index > 1 ? \"border\" + name : name] = function (plugin, target, property, endValue, tween) {\n var a, vars;\n\n if (arguments.length < 4) {\n // getter, passed target, property, and unit (from _get())\n a = props.map(function (prop) {\n return _get(plugin, prop, property);\n });\n vars = a.join(\" \");\n return vars.split(a[0]).length === 5 ? a[0] : vars;\n }\n\n a = (endValue + \"\").split(\" \");\n vars = {};\n props.forEach(function (prop, i) {\n return vars[prop] = a[i] = a[i] || a[(i - 1) / 2 | 0];\n });\n plugin.init(target, vars, tween);\n };\n});\n\nvar CSSPlugin = {\n name: \"css\",\n register: _initCore,\n targetTest: function targetTest(target) {\n return target.style && target.nodeType;\n },\n init: function init(target, vars, tween, index, targets) {\n var props = this._props,\n style = target.style,\n startAt = tween.vars.startAt,\n startValue,\n endValue,\n endNum,\n startNum,\n type,\n specialProp,\n p,\n startUnit,\n endUnit,\n relative,\n isTransformRelated,\n transformPropTween,\n cache,\n smooth,\n hasPriority,\n inlineProps;\n _pluginInitted || _initCore(); // we may call init() multiple times on the same plugin instance, like when adding special properties, so make sure we don't overwrite the revert data or inlineProps\n\n this.styles = this.styles || _getStyleSaver(target);\n inlineProps = this.styles.props;\n this.tween = tween;\n\n for (p in vars) {\n if (p === \"autoRound\") {\n continue;\n }\n\n endValue = vars[p];\n\n if (_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._plugins[p] && (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._checkPlugin)(p, vars, tween, index, target, targets)) {\n // plugins\n continue;\n }\n\n type = typeof endValue;\n specialProp = _specialProps[p];\n\n if (type === \"function\") {\n endValue = endValue.call(tween, index, target, targets);\n type = typeof endValue;\n }\n\n if (type === \"string\" && ~endValue.indexOf(\"random(\")) {\n endValue = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._replaceRandom)(endValue);\n }\n\n if (specialProp) {\n specialProp(this, target, p, endValue, tween) && (hasPriority = 1);\n } else if (p.substr(0, 2) === \"--\") {\n //CSS variable\n startValue = (getComputedStyle(target).getPropertyValue(p) + \"\").trim();\n endValue += \"\";\n _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._colorExp.lastIndex = 0;\n\n if (!_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._colorExp.test(startValue)) {\n // colors don't have units\n startUnit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(startValue);\n endUnit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(endValue);\n }\n\n endUnit ? startUnit !== endUnit && (startValue = _convertToUnit(target, p, startValue, endUnit) + endUnit) : startUnit && (endValue += startUnit);\n this.add(style, \"setProperty\", startValue, endValue, index, targets, 0, 0, p);\n props.push(p);\n inlineProps.push(p, 0, style[p]);\n } else if (type !== \"undefined\") {\n if (startAt && p in startAt) {\n // in case someone hard-codes a complex value as the start, like top: \"calc(2vh / 2)\". Without this, it'd use the computed value (always in px)\n startValue = typeof startAt[p] === \"function\" ? startAt[p].call(tween, index, target, targets) : startAt[p];\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._isString)(startValue) && ~startValue.indexOf(\"random(\") && (startValue = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._replaceRandom)(startValue));\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(startValue + \"\") || (startValue += _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units[p] || (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(_get(target, p)) || \"\"); // for cases when someone passes in a unitless value like {x: 100}; if we try setting translate(100, 0px) it won't work.\n\n (startValue + \"\").charAt(1) === \"=\" && (startValue = _get(target, p)); // can't work with relative values\n } else {\n startValue = _get(target, p);\n }\n\n startNum = parseFloat(startValue);\n relative = type === \"string\" && endValue.charAt(1) === \"=\" && endValue.substr(0, 2);\n relative && (endValue = endValue.substr(2));\n endNum = parseFloat(endValue);\n\n if (p in _propertyAliases) {\n if (p === \"autoAlpha\") {\n //special case where we control the visibility along with opacity. We still allow the opacity value to pass through and get tweened.\n if (startNum === 1 && _get(target, \"visibility\") === \"hidden\" && endNum) {\n //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n startNum = 0;\n }\n\n inlineProps.push(\"visibility\", 0, style.visibility);\n\n _addNonTweeningPT(this, style, \"visibility\", startNum ? \"inherit\" : \"hidden\", endNum ? \"inherit\" : \"hidden\", !endNum);\n }\n\n if (p !== \"scale\" && p !== \"transform\") {\n p = _propertyAliases[p];\n ~p.indexOf(\",\") && (p = p.split(\",\")[0]);\n }\n }\n\n isTransformRelated = p in _transformProps; //--- TRANSFORM-RELATED ---\n\n if (isTransformRelated) {\n this.styles.save(p);\n\n if (!transformPropTween) {\n cache = target._gsap;\n cache.renderTransform && !vars.parseTransform || _parseTransform(target, vars.parseTransform); // if, for example, gsap.set(... {transform:\"translateX(50vw)\"}), the _get() call doesn't parse the transform, thus cache.renderTransform won't be set yet so force the parsing of the transform here.\n\n smooth = vars.smoothOrigin !== false && cache.smooth;\n transformPropTween = this._pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(this._pt, style, _transformProp, 0, 1, cache.renderTransform, cache, 0, -1); //the first time through, create the rendering PropTween so that it runs LAST (in the linked list, we keep adding to the beginning)\n\n transformPropTween.dep = 1; //flag it as dependent so that if things get killed/overwritten and this is the only PropTween left, we can safely kill the whole tween.\n }\n\n if (p === \"scale\") {\n this._pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(this._pt, cache, \"scaleY\", startNum, (relative ? (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._parseRelative)(startNum, relative + endNum) : endNum) - startNum || 0, _renderCSSProp);\n this._pt.u = 0;\n props.push(\"scaleY\", p);\n p += \"X\";\n } else if (p === \"transformOrigin\") {\n inlineProps.push(_transformOriginProp, 0, style[_transformOriginProp]);\n endValue = _convertKeywordsToPercentages(endValue); //in case something like \"left top\" or \"bottom right\" is passed in. Convert to percentages.\n\n if (cache.svg) {\n _applySVGOrigin(target, endValue, 0, smooth, 0, this);\n } else {\n endUnit = parseFloat(endValue.split(\" \")[2]) || 0; //handle the zOrigin separately!\n\n endUnit !== cache.zOrigin && _addNonTweeningPT(this, cache, \"zOrigin\", cache.zOrigin, endUnit);\n\n _addNonTweeningPT(this, style, p, _firstTwoOnly(startValue), _firstTwoOnly(endValue));\n }\n\n continue;\n } else if (p === \"svgOrigin\") {\n _applySVGOrigin(target, endValue, 1, smooth, 0, this);\n\n continue;\n } else if (p in _rotationalProperties) {\n _addRotationalPropTween(this, cache, p, startNum, relative ? (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._parseRelative)(startNum, relative + endValue) : endValue);\n\n continue;\n } else if (p === \"smoothOrigin\") {\n _addNonTweeningPT(this, cache, \"smooth\", cache.smooth, endValue);\n\n continue;\n } else if (p === \"force3D\") {\n cache[p] = endValue;\n continue;\n } else if (p === \"transform\") {\n _addRawTransformPTs(this, endValue, target);\n\n continue;\n }\n } else if (!(p in style)) {\n p = _checkPropPrefix(p) || p;\n }\n\n if (isTransformRelated || (endNum || endNum === 0) && (startNum || startNum === 0) && !_complexExp.test(endValue) && p in style) {\n startUnit = (startValue + \"\").substr((startNum + \"\").length);\n endNum || (endNum = 0); // protect against NaN\n\n endUnit = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.getUnit)(endValue) || (p in _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units ? _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units[p] : startUnit);\n startUnit !== endUnit && (startNum = _convertToUnit(target, p, startValue, endUnit));\n this._pt = new _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.PropTween(this._pt, isTransformRelated ? cache : style, p, startNum, (relative ? (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._parseRelative)(startNum, relative + endNum) : endNum) - startNum, !isTransformRelated && (endUnit === \"px\" || p === \"zIndex\") && vars.autoRound !== false ? _renderRoundedCSSProp : _renderCSSProp);\n this._pt.u = endUnit || 0;\n\n if (startUnit !== endUnit && endUnit !== \"%\") {\n //when the tween goes all the way back to the beginning, we need to revert it to the OLD/ORIGINAL value (with those units). We record that as a \"b\" (beginning) property and point to a render method that handles that. (performance optimization)\n this._pt.b = startValue;\n this._pt.r = _renderCSSPropWithBeginning;\n }\n } else if (!(p in style)) {\n if (p in target) {\n //maybe it's not a style - it could be a property added directly to an element in which case we'll try to animate that.\n this.add(target, p, startValue || target[p], relative ? relative + endValue : endValue, index, targets);\n } else {\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._missingPlugin)(p, endValue);\n\n continue;\n }\n } else {\n _tweenComplexCSSString.call(this, target, p, startValue, relative ? relative + endValue : endValue);\n }\n\n isTransformRelated || (p in style ? inlineProps.push(p, 0, style[p]) : inlineProps.push(p, 1, startValue || target[p]));\n props.push(p);\n }\n }\n\n hasPriority && (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._sortPropTweensByPriority)(this);\n },\n render: function render(ratio, data) {\n if (data.tween._time || !_reverting()) {\n var pt = data._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n } else {\n data.styles.revert();\n }\n },\n get: _get,\n aliases: _propertyAliases,\n getSetter: function getSetter(target, property, plugin) {\n //returns a setter function that accepts target, property, value and applies it accordingly. Remember, properties like \"x\" aren't as simple as target.style.property = value because they've got to be applied to a proxy object and then merged into a transform string in a renderer.\n var p = _propertyAliases[property];\n p && p.indexOf(\",\") < 0 && (property = p);\n return property in _transformProps && property !== _transformOriginProp && (target._gsap.x || _get(target, \"x\")) ? plugin && _recentSetterPlugin === plugin ? property === \"scale\" ? _setterScale : _setterTransform : (_recentSetterPlugin = plugin || {}) && (property === \"scale\" ? _setterScaleWithRender : _setterTransformWithRender) : target.style && !(0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._isUndefined)(target.style[property]) ? _setterCSSStyle : ~property.indexOf(\"-\") ? _setterCSSProp : (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._getSetter)(target, property);\n },\n core: {\n _removeProperty: _removeProperty,\n _getMatrix: _getMatrix\n }\n};\n_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.gsap.utils.checkPrefix = _checkPropPrefix;\n_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.gsap.core.getStyleSaver = _getStyleSaver;\n\n(function (positionAndScale, rotation, others, aliases) {\n var all = (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._forEachName)(positionAndScale + \",\" + rotation + \",\" + others, function (name) {\n _transformProps[name] = 1;\n });\n\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._forEachName)(rotation, function (name) {\n _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units[name] = \"deg\";\n _rotationalProperties[name] = 1;\n });\n\n _propertyAliases[all[13]] = positionAndScale + \",\" + rotation;\n\n (0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._forEachName)(aliases, function (name) {\n var split = name.split(\":\");\n _propertyAliases[split[1]] = all[split[0]];\n });\n})(\"x,y,z,scale,scaleX,scaleY,xPercent,yPercent\", \"rotation,rotationX,rotationY,skewX,skewY\", \"transform,transformOrigin,svgOrigin,force3D,smoothOrigin,transformPerspective\", \"0:translateX,1:translateY,2:translateZ,8:rotate,8:rotationZ,8:rotateZ,9:rotateX,10:rotateY\");\n\n(0,_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._forEachName)(\"x,y,z,top,right,bottom,left,width,height,fontSize,padding,margin,perspective\", function (name) {\n _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__._config.units[name] = \"px\";\n});\n\n_gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.gsap.registerPlugin(CSSPlugin);\n\n\n//# sourceURL=webpack://shelves/./node_modules/gsap/CSSPlugin.js?");
+
+/***/ }),
+
+/***/ "./node_modules/gsap/gsap-core.js":
+/*!****************************************!*\
+ !*** ./node_modules/gsap/gsap-core.js ***!
+ \****************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Animation\": () => (/* binding */ Animation),\n/* harmony export */ \"Back\": () => (/* binding */ Back),\n/* harmony export */ \"Bounce\": () => (/* binding */ Bounce),\n/* harmony export */ \"Circ\": () => (/* binding */ Circ),\n/* harmony export */ \"Cubic\": () => (/* binding */ Cubic),\n/* harmony export */ \"Elastic\": () => (/* binding */ Elastic),\n/* harmony export */ \"Expo\": () => (/* binding */ Expo),\n/* harmony export */ \"GSCache\": () => (/* binding */ GSCache),\n/* harmony export */ \"Linear\": () => (/* binding */ Linear),\n/* harmony export */ \"Power0\": () => (/* binding */ Power0),\n/* harmony export */ \"Power1\": () => (/* binding */ Power1),\n/* harmony export */ \"Power2\": () => (/* binding */ Power2),\n/* harmony export */ \"Power3\": () => (/* binding */ Power3),\n/* harmony export */ \"Power4\": () => (/* binding */ Power4),\n/* harmony export */ \"PropTween\": () => (/* binding */ PropTween),\n/* harmony export */ \"Quad\": () => (/* binding */ Quad),\n/* harmony export */ \"Quart\": () => (/* binding */ Quart),\n/* harmony export */ \"Quint\": () => (/* binding */ Quint),\n/* harmony export */ \"Sine\": () => (/* binding */ Sine),\n/* harmony export */ \"SteppedEase\": () => (/* binding */ SteppedEase),\n/* harmony export */ \"Strong\": () => (/* binding */ Strong),\n/* harmony export */ \"Timeline\": () => (/* binding */ Timeline),\n/* harmony export */ \"TimelineLite\": () => (/* binding */ Timeline),\n/* harmony export */ \"TimelineMax\": () => (/* binding */ Timeline),\n/* harmony export */ \"Tween\": () => (/* binding */ Tween),\n/* harmony export */ \"TweenLite\": () => (/* binding */ Tween),\n/* harmony export */ \"TweenMax\": () => (/* binding */ Tween),\n/* harmony export */ \"_checkPlugin\": () => (/* binding */ _checkPlugin),\n/* harmony export */ \"_colorExp\": () => (/* binding */ _colorExp),\n/* harmony export */ \"_colorStringFilter\": () => (/* binding */ _colorStringFilter),\n/* harmony export */ \"_config\": () => (/* binding */ _config),\n/* harmony export */ \"_forEachName\": () => (/* binding */ _forEachName),\n/* harmony export */ \"_getCache\": () => (/* binding */ _getCache),\n/* harmony export */ \"_getProperty\": () => (/* binding */ _getProperty),\n/* harmony export */ \"_getSetter\": () => (/* binding */ _getSetter),\n/* harmony export */ \"_isString\": () => (/* binding */ _isString),\n/* harmony export */ \"_isUndefined\": () => (/* binding */ _isUndefined),\n/* harmony export */ \"_missingPlugin\": () => (/* binding */ _missingPlugin),\n/* harmony export */ \"_numExp\": () => (/* binding */ _numExp),\n/* harmony export */ \"_numWithUnitExp\": () => (/* binding */ _numWithUnitExp),\n/* harmony export */ \"_parseRelative\": () => (/* binding */ _parseRelative),\n/* harmony export */ \"_plugins\": () => (/* binding */ _plugins),\n/* harmony export */ \"_relExp\": () => (/* binding */ _relExp),\n/* harmony export */ \"_removeLinkedListItem\": () => (/* binding */ _removeLinkedListItem),\n/* harmony export */ \"_renderComplexString\": () => (/* binding */ _renderComplexString),\n/* harmony export */ \"_replaceRandom\": () => (/* binding */ _replaceRandom),\n/* harmony export */ \"_round\": () => (/* binding */ _round),\n/* harmony export */ \"_roundModifier\": () => (/* binding */ _roundModifier),\n/* harmony export */ \"_setDefaults\": () => (/* binding */ _setDefaults),\n/* harmony export */ \"_sortPropTweensByPriority\": () => (/* binding */ _sortPropTweensByPriority),\n/* harmony export */ \"_ticker\": () => (/* binding */ _ticker),\n/* harmony export */ \"clamp\": () => (/* binding */ clamp),\n/* harmony export */ \"default\": () => (/* binding */ gsap),\n/* harmony export */ \"distribute\": () => (/* binding */ distribute),\n/* harmony export */ \"getUnit\": () => (/* binding */ getUnit),\n/* harmony export */ \"gsap\": () => (/* binding */ gsap),\n/* harmony export */ \"interpolate\": () => (/* binding */ interpolate),\n/* harmony export */ \"mapRange\": () => (/* binding */ mapRange),\n/* harmony export */ \"normalize\": () => (/* binding */ normalize),\n/* harmony export */ \"pipe\": () => (/* binding */ pipe),\n/* harmony export */ \"random\": () => (/* binding */ random),\n/* harmony export */ \"selector\": () => (/* binding */ selector),\n/* harmony export */ \"shuffle\": () => (/* binding */ shuffle),\n/* harmony export */ \"snap\": () => (/* binding */ snap),\n/* harmony export */ \"splitColor\": () => (/* binding */ splitColor),\n/* harmony export */ \"toArray\": () => (/* binding */ toArray),\n/* harmony export */ \"unitize\": () => (/* binding */ unitize),\n/* harmony export */ \"wrap\": () => (/* binding */ wrap),\n/* harmony export */ \"wrapYoyo\": () => (/* binding */ wrapYoyo)\n/* harmony export */ });\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _inheritsLoose(subClass, superClass) { subClass.prototype = Object.create(superClass.prototype); subClass.prototype.constructor = subClass; subClass.__proto__ = superClass; }\n\n/*!\n * GSAP 3.11.3\n * https://greensock.com\n *\n * @license Copyright 2008-2022, GreenSock. All rights reserved.\n * Subject to the terms at https://greensock.com/standard-license or for\n * Club GreenSock members, the agreement issued with that membership.\n * @author: Jack Doyle, jack@greensock.com\n*/\n\n/* eslint-disable */\nvar _config = {\n autoSleep: 120,\n force3D: \"auto\",\n nullTargetWarn: 1,\n units: {\n lineHeight: \"\"\n }\n},\n _defaults = {\n duration: .5,\n overwrite: false,\n delay: 0\n},\n _suppressOverwrites,\n _reverting,\n _context,\n _bigNum = 1e8,\n _tinyNum = 1 / _bigNum,\n _2PI = Math.PI * 2,\n _HALF_PI = _2PI / 4,\n _gsID = 0,\n _sqrt = Math.sqrt,\n _cos = Math.cos,\n _sin = Math.sin,\n _isString = function _isString(value) {\n return typeof value === \"string\";\n},\n _isFunction = function _isFunction(value) {\n return typeof value === \"function\";\n},\n _isNumber = function _isNumber(value) {\n return typeof value === \"number\";\n},\n _isUndefined = function _isUndefined(value) {\n return typeof value === \"undefined\";\n},\n _isObject = function _isObject(value) {\n return typeof value === \"object\";\n},\n _isNotFalse = function _isNotFalse(value) {\n return value !== false;\n},\n _windowExists = function _windowExists() {\n return typeof window !== \"undefined\";\n},\n _isFuncOrString = function _isFuncOrString(value) {\n return _isFunction(value) || _isString(value);\n},\n _isTypedArray = typeof ArrayBuffer === \"function\" && ArrayBuffer.isView || function () {},\n // note: IE10 has ArrayBuffer, but NOT ArrayBuffer.isView().\n_isArray = Array.isArray,\n _strictNumExp = /(?:-?\\.?\\d|\\.)+/gi,\n //only numbers (including negatives and decimals) but NOT relative values.\n_numExp = /[-+=.]*\\d+[.e\\-+]*\\d*[e\\-+]*\\d*/g,\n //finds any numbers, including ones that start with += or -=, negative numbers, and ones in scientific notation like 1e-8.\n_numWithUnitExp = /[-+=.]*\\d+[.e-]*\\d*[a-z%]*/g,\n _complexStringNumExp = /[-+=.]*\\d+\\.?\\d*(?:e-|e\\+)?\\d*/gi,\n //duplicate so that while we're looping through matches from exec(), it doesn't contaminate the lastIndex of _numExp which we use to search for colors too.\n_relExp = /[+-]=-?[.\\d]+/,\n _delimitedValueExp = /[^,'\"\\[\\]\\s]+/gi,\n // previously /[#\\-+.]*\\b[a-z\\d\\-=+%.]+/gi but didn't catch special characters.\n_unitExp = /^[+\\-=e\\s\\d]*\\d+[.\\d]*([a-z]*|%)\\s*$/i,\n _globalTimeline,\n _win,\n _coreInitted,\n _doc,\n _globals = {},\n _installScope = {},\n _coreReady,\n _install = function _install(scope) {\n return (_installScope = _merge(scope, _globals)) && gsap;\n},\n _missingPlugin = function _missingPlugin(property, value) {\n return console.warn(\"Invalid property\", property, \"set to\", value, \"Missing plugin? gsap.registerPlugin()\");\n},\n _warn = function _warn(message, suppress) {\n return !suppress && console.warn(message);\n},\n _addGlobal = function _addGlobal(name, obj) {\n return name && (_globals[name] = obj) && _installScope && (_installScope[name] = obj) || _globals;\n},\n _emptyFunc = function _emptyFunc() {\n return 0;\n},\n _startAtRevertConfig = {\n suppressEvents: true,\n isStart: true,\n kill: false\n},\n _revertConfigNoKill = {\n suppressEvents: true,\n kill: false\n},\n _revertConfig = {\n suppressEvents: true\n},\n _reservedProps = {},\n _lazyTweens = [],\n _lazyLookup = {},\n _lastRenderedFrame,\n _plugins = {},\n _effects = {},\n _nextGCFrame = 30,\n _harnessPlugins = [],\n _callbackNames = \"\",\n _harness = function _harness(targets) {\n var target = targets[0],\n harnessPlugin,\n i;\n _isObject(target) || _isFunction(target) || (targets = [targets]);\n\n if (!(harnessPlugin = (target._gsap || {}).harness)) {\n // find the first target with a harness. We assume targets passed into an animation will be of similar type, meaning the same kind of harness can be used for them all (performance optimization)\n i = _harnessPlugins.length;\n\n while (i-- && !_harnessPlugins[i].targetTest(target)) {}\n\n harnessPlugin = _harnessPlugins[i];\n }\n\n i = targets.length;\n\n while (i--) {\n targets[i] && (targets[i]._gsap || (targets[i]._gsap = new GSCache(targets[i], harnessPlugin))) || targets.splice(i, 1);\n }\n\n return targets;\n},\n _getCache = function _getCache(target) {\n return target._gsap || _harness(toArray(target))[0]._gsap;\n},\n _getProperty = function _getProperty(target, property, v) {\n return (v = target[property]) && _isFunction(v) ? target[property]() : _isUndefined(v) && target.getAttribute && target.getAttribute(property) || v;\n},\n _forEachName = function _forEachName(names, func) {\n return (names = names.split(\",\")).forEach(func) || names;\n},\n //split a comma-delimited list of names into an array, then run a forEach() function and return the split array (this is just a way to consolidate/shorten some code).\n_round = function _round(value) {\n return Math.round(value * 100000) / 100000 || 0;\n},\n _roundPrecise = function _roundPrecise(value) {\n return Math.round(value * 10000000) / 10000000 || 0;\n},\n // increased precision mostly for timing values.\n_parseRelative = function _parseRelative(start, value) {\n var operator = value.charAt(0),\n end = parseFloat(value.substr(2));\n start = parseFloat(start);\n return operator === \"+\" ? start + end : operator === \"-\" ? start - end : operator === \"*\" ? start * end : start / end;\n},\n _arrayContainsAny = function _arrayContainsAny(toSearch, toFind) {\n //searches one array to find matches for any of the items in the toFind array. As soon as one is found, it returns true. It does NOT return all the matches; it's simply a boolean search.\n var l = toFind.length,\n i = 0;\n\n for (; toSearch.indexOf(toFind[i]) < 0 && ++i < l;) {}\n\n return i < l;\n},\n _lazyRender = function _lazyRender() {\n var l = _lazyTweens.length,\n a = _lazyTweens.slice(0),\n i,\n tween;\n\n _lazyLookup = {};\n _lazyTweens.length = 0;\n\n for (i = 0; i < l; i++) {\n tween = a[i];\n tween && tween._lazy && (tween.render(tween._lazy[0], tween._lazy[1], true)._lazy = 0);\n }\n},\n _lazySafeRender = function _lazySafeRender(animation, time, suppressEvents, force) {\n _lazyTweens.length && _lazyRender();\n animation.render(time, suppressEvents, force || _reverting && time < 0 && (animation._initted || animation._startAt));\n _lazyTweens.length && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n},\n _numericIfPossible = function _numericIfPossible(value) {\n var n = parseFloat(value);\n return (n || n === 0) && (value + \"\").match(_delimitedValueExp).length < 2 ? n : _isString(value) ? value.trim() : value;\n},\n _passThrough = function _passThrough(p) {\n return p;\n},\n _setDefaults = function _setDefaults(obj, defaults) {\n for (var p in defaults) {\n p in obj || (obj[p] = defaults[p]);\n }\n\n return obj;\n},\n _setKeyframeDefaults = function _setKeyframeDefaults(excludeDuration) {\n return function (obj, defaults) {\n for (var p in defaults) {\n p in obj || p === \"duration\" && excludeDuration || p === \"ease\" || (obj[p] = defaults[p]);\n }\n };\n},\n _merge = function _merge(base, toMerge) {\n for (var p in toMerge) {\n base[p] = toMerge[p];\n }\n\n return base;\n},\n _mergeDeep = function _mergeDeep(base, toMerge) {\n for (var p in toMerge) {\n p !== \"__proto__\" && p !== \"constructor\" && p !== \"prototype\" && (base[p] = _isObject(toMerge[p]) ? _mergeDeep(base[p] || (base[p] = {}), toMerge[p]) : toMerge[p]);\n }\n\n return base;\n},\n _copyExcluding = function _copyExcluding(obj, excluding) {\n var copy = {},\n p;\n\n for (p in obj) {\n p in excluding || (copy[p] = obj[p]);\n }\n\n return copy;\n},\n _inheritDefaults = function _inheritDefaults(vars) {\n var parent = vars.parent || _globalTimeline,\n func = vars.keyframes ? _setKeyframeDefaults(_isArray(vars.keyframes)) : _setDefaults;\n\n if (_isNotFalse(vars.inherit)) {\n while (parent) {\n func(vars, parent.vars.defaults);\n parent = parent.parent || parent._dp;\n }\n }\n\n return vars;\n},\n _arraysMatch = function _arraysMatch(a1, a2) {\n var i = a1.length,\n match = i === a2.length;\n\n while (match && i-- && a1[i] === a2[i]) {}\n\n return i < 0;\n},\n _addLinkedListItem = function _addLinkedListItem(parent, child, firstProp, lastProp, sortBy) {\n if (firstProp === void 0) {\n firstProp = \"_first\";\n }\n\n if (lastProp === void 0) {\n lastProp = \"_last\";\n }\n\n var prev = parent[lastProp],\n t;\n\n if (sortBy) {\n t = child[sortBy];\n\n while (prev && prev[sortBy] > t) {\n prev = prev._prev;\n }\n }\n\n if (prev) {\n child._next = prev._next;\n prev._next = child;\n } else {\n child._next = parent[firstProp];\n parent[firstProp] = child;\n }\n\n if (child._next) {\n child._next._prev = child;\n } else {\n parent[lastProp] = child;\n }\n\n child._prev = prev;\n child.parent = child._dp = parent;\n return child;\n},\n _removeLinkedListItem = function _removeLinkedListItem(parent, child, firstProp, lastProp) {\n if (firstProp === void 0) {\n firstProp = \"_first\";\n }\n\n if (lastProp === void 0) {\n lastProp = \"_last\";\n }\n\n var prev = child._prev,\n next = child._next;\n\n if (prev) {\n prev._next = next;\n } else if (parent[firstProp] === child) {\n parent[firstProp] = next;\n }\n\n if (next) {\n next._prev = prev;\n } else if (parent[lastProp] === child) {\n parent[lastProp] = prev;\n }\n\n child._next = child._prev = child.parent = null; // don't delete the _dp just so we can revert if necessary. But parent should be null to indicate the item isn't in a linked list.\n},\n _removeFromParent = function _removeFromParent(child, onlyIfParentHasAutoRemove) {\n child.parent && (!onlyIfParentHasAutoRemove || child.parent.autoRemoveChildren) && child.parent.remove(child);\n child._act = 0;\n},\n _uncache = function _uncache(animation, child) {\n if (animation && (!child || child._end > animation._dur || child._start < 0)) {\n // performance optimization: if a child animation is passed in we should only uncache if that child EXTENDS the animation (its end time is beyond the end)\n var a = animation;\n\n while (a) {\n a._dirty = 1;\n a = a.parent;\n }\n }\n\n return animation;\n},\n _recacheAncestors = function _recacheAncestors(animation) {\n var parent = animation.parent;\n\n while (parent && parent.parent) {\n //sometimes we must force a re-sort of all children and update the duration/totalDuration of all ancestor timelines immediately in case, for example, in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n parent._dirty = 1;\n parent.totalDuration();\n parent = parent.parent;\n }\n\n return animation;\n},\n _rewindStartAt = function _rewindStartAt(tween, totalTime, suppressEvents, force) {\n return tween._startAt && (_reverting ? tween._startAt.revert(_revertConfigNoKill) : tween.vars.immediateRender && !tween.vars.autoRevert || tween._startAt.render(totalTime, true, force));\n},\n _hasNoPausedAncestors = function _hasNoPausedAncestors(animation) {\n return !animation || animation._ts && _hasNoPausedAncestors(animation.parent);\n},\n _elapsedCycleDuration = function _elapsedCycleDuration(animation) {\n return animation._repeat ? _animationCycle(animation._tTime, animation = animation.duration() + animation._rDelay) * animation : 0;\n},\n // feed in the totalTime and cycleDuration and it'll return the cycle (iteration minus 1) and if the playhead is exactly at the very END, it will NOT bump up to the next cycle.\n_animationCycle = function _animationCycle(tTime, cycleDuration) {\n var whole = Math.floor(tTime /= cycleDuration);\n return tTime && whole === tTime ? whole - 1 : whole;\n},\n _parentToChildTotalTime = function _parentToChildTotalTime(parentTime, child) {\n return (parentTime - child._start) * child._ts + (child._ts >= 0 ? 0 : child._dirty ? child.totalDuration() : child._tDur);\n},\n _setEnd = function _setEnd(animation) {\n return animation._end = _roundPrecise(animation._start + (animation._tDur / Math.abs(animation._ts || animation._rts || _tinyNum) || 0));\n},\n _alignPlayhead = function _alignPlayhead(animation, totalTime) {\n // adjusts the animation's _start and _end according to the provided totalTime (only if the parent's smoothChildTiming is true and the animation isn't paused). It doesn't do any rendering or forcing things back into parent timelines, etc. - that's what totalTime() is for.\n var parent = animation._dp;\n\n if (parent && parent.smoothChildTiming && animation._ts) {\n animation._start = _roundPrecise(parent._time - (animation._ts > 0 ? totalTime / animation._ts : ((animation._dirty ? animation.totalDuration() : animation._tDur) - totalTime) / -animation._ts));\n\n _setEnd(animation);\n\n parent._dirty || _uncache(parent, animation); //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n }\n\n return animation;\n},\n\n/*\n_totalTimeToTime = (clampedTotalTime, duration, repeat, repeatDelay, yoyo) => {\n\tlet cycleDuration = duration + repeatDelay,\n\t\ttime = _round(clampedTotalTime % cycleDuration);\n\tif (time > duration) {\n\t\ttime = duration;\n\t}\n\treturn (yoyo && (~~(clampedTotalTime / cycleDuration) & 1)) ? duration - time : time;\n},\n*/\n_postAddChecks = function _postAddChecks(timeline, child) {\n var t;\n\n if (child._time || child._initted && !child._dur) {\n //in case, for example, the _start is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n t = _parentToChildTotalTime(timeline.rawTime(), child);\n\n if (!child._dur || _clamp(0, child.totalDuration(), t) - child._tTime > _tinyNum) {\n child.render(t, true);\n }\n } //if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\n\n if (_uncache(timeline, child)._dp && timeline._initted && timeline._time >= timeline._dur && timeline._ts) {\n //in case any of the ancestors had completed but should now be enabled...\n if (timeline._dur < timeline.duration()) {\n t = timeline;\n\n while (t._dp) {\n t.rawTime() >= 0 && t.totalTime(t._tTime); //moves the timeline (shifts its startTime) if necessary, and also enables it. If it's currently zero, though, it may not be scheduled to render until later so there's no need to force it to align with the current playhead position. Only move to catch up with the playhead.\n\n t = t._dp;\n }\n }\n\n timeline._zTime = -_tinyNum; // helps ensure that the next render() will be forced (crossingStart = true in render()), even if the duration hasn't changed (we're adding a child which would need to get rendered). Definitely an edge case. Note: we MUST do this AFTER the loop above where the totalTime() might trigger a render() because this _addToTimeline() method gets called from the Animation constructor, BEFORE tweens even record their targets, etc. so we wouldn't want things to get triggered in the wrong order.\n }\n},\n _addToTimeline = function _addToTimeline(timeline, child, position, skipChecks) {\n child.parent && _removeFromParent(child);\n child._start = _roundPrecise((_isNumber(position) ? position : position || timeline !== _globalTimeline ? _parsePosition(timeline, position, child) : timeline._time) + child._delay);\n child._end = _roundPrecise(child._start + (child.totalDuration() / Math.abs(child.timeScale()) || 0));\n\n _addLinkedListItem(timeline, child, \"_first\", \"_last\", timeline._sort ? \"_start\" : 0);\n\n _isFromOrFromStart(child) || (timeline._recent = child);\n skipChecks || _postAddChecks(timeline, child);\n timeline._ts < 0 && _alignPlayhead(timeline, timeline._tTime); // if the timeline is reversed and the new child makes it longer, we may need to adjust the parent's _start (push it back)\n\n return timeline;\n},\n _scrollTrigger = function _scrollTrigger(animation, trigger) {\n return (_globals.ScrollTrigger || _missingPlugin(\"scrollTrigger\", trigger)) && _globals.ScrollTrigger.create(trigger, animation);\n},\n _attemptInitTween = function _attemptInitTween(tween, time, force, suppressEvents, tTime) {\n _initTween(tween, time, tTime);\n\n if (!tween._initted) {\n return 1;\n }\n\n if (!force && tween._pt && !_reverting && (tween._dur && tween.vars.lazy !== false || !tween._dur && tween.vars.lazy) && _lastRenderedFrame !== _ticker.frame) {\n _lazyTweens.push(tween);\n\n tween._lazy = [tTime, suppressEvents];\n return 1;\n }\n},\n _parentPlayheadIsBeforeStart = function _parentPlayheadIsBeforeStart(_ref) {\n var parent = _ref.parent;\n return parent && parent._ts && parent._initted && !parent._lock && (parent.rawTime() < 0 || _parentPlayheadIsBeforeStart(parent));\n},\n // check parent's _lock because when a timeline repeats/yoyos and does its artificial wrapping, we shouldn't force the ratio back to 0\n_isFromOrFromStart = function _isFromOrFromStart(_ref2) {\n var data = _ref2.data;\n return data === \"isFromStart\" || data === \"isStart\";\n},\n _renderZeroDurationTween = function _renderZeroDurationTween(tween, totalTime, suppressEvents, force) {\n var prevRatio = tween.ratio,\n ratio = totalTime < 0 || !totalTime && (!tween._start && _parentPlayheadIsBeforeStart(tween) && !(!tween._initted && _isFromOrFromStart(tween)) || (tween._ts < 0 || tween._dp._ts < 0) && !_isFromOrFromStart(tween)) ? 0 : 1,\n // if the tween or its parent is reversed and the totalTime is 0, we should go to a ratio of 0. Edge case: if a from() or fromTo() stagger tween is placed later in a timeline, the \"startAt\" zero-duration tween could initially render at a time when the parent timeline's playhead is technically BEFORE where this tween is, so make sure that any \"from\" and \"fromTo\" startAt tweens are rendered the first time at a ratio of 1.\n repeatDelay = tween._rDelay,\n tTime = 0,\n pt,\n iteration,\n prevIteration;\n\n if (repeatDelay && tween._repeat) {\n // in case there's a zero-duration tween that has a repeat with a repeatDelay\n tTime = _clamp(0, tween._tDur, totalTime);\n iteration = _animationCycle(tTime, repeatDelay);\n tween._yoyo && iteration & 1 && (ratio = 1 - ratio);\n\n if (iteration !== _animationCycle(tween._tTime, repeatDelay)) {\n // if iteration changed\n prevRatio = 1 - ratio;\n tween.vars.repeatRefresh && tween._initted && tween.invalidate();\n }\n }\n\n if (ratio !== prevRatio || _reverting || force || tween._zTime === _tinyNum || !totalTime && tween._zTime) {\n if (!tween._initted && _attemptInitTween(tween, totalTime, force, suppressEvents, tTime)) {\n // if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n return;\n }\n\n prevIteration = tween._zTime;\n tween._zTime = totalTime || (suppressEvents ? _tinyNum : 0); // when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.\n\n suppressEvents || (suppressEvents = totalTime && !prevIteration); // if it was rendered previously at exactly 0 (_zTime) and now the playhead is moving away, DON'T fire callbacks otherwise they'll seem like duplicates.\n\n tween.ratio = ratio;\n tween._from && (ratio = 1 - ratio);\n tween._time = 0;\n tween._tTime = tTime;\n pt = tween._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n\n totalTime < 0 && _rewindStartAt(tween, totalTime, suppressEvents, true);\n tween._onUpdate && !suppressEvents && _callback(tween, \"onUpdate\");\n tTime && tween._repeat && !suppressEvents && tween.parent && _callback(tween, \"onRepeat\");\n\n if ((totalTime >= tween._tDur || totalTime < 0) && tween.ratio === ratio) {\n ratio && _removeFromParent(tween, 1);\n\n if (!suppressEvents && !_reverting) {\n _callback(tween, ratio ? \"onComplete\" : \"onReverseComplete\", true);\n\n tween._prom && tween._prom();\n }\n }\n } else if (!tween._zTime) {\n tween._zTime = totalTime;\n }\n},\n _findNextPauseTween = function _findNextPauseTween(animation, prevTime, time) {\n var child;\n\n if (time > prevTime) {\n child = animation._first;\n\n while (child && child._start <= time) {\n if (child.data === \"isPause\" && child._start > prevTime) {\n return child;\n }\n\n child = child._next;\n }\n } else {\n child = animation._last;\n\n while (child && child._start >= time) {\n if (child.data === \"isPause\" && child._start < prevTime) {\n return child;\n }\n\n child = child._prev;\n }\n }\n},\n _setDuration = function _setDuration(animation, duration, skipUncache, leavePlayhead) {\n var repeat = animation._repeat,\n dur = _roundPrecise(duration) || 0,\n totalProgress = animation._tTime / animation._tDur;\n totalProgress && !leavePlayhead && (animation._time *= dur / animation._dur);\n animation._dur = dur;\n animation._tDur = !repeat ? dur : repeat < 0 ? 1e10 : _roundPrecise(dur * (repeat + 1) + animation._rDelay * repeat);\n totalProgress > 0 && !leavePlayhead && _alignPlayhead(animation, animation._tTime = animation._tDur * totalProgress);\n animation.parent && _setEnd(animation);\n skipUncache || _uncache(animation.parent, animation);\n return animation;\n},\n _onUpdateTotalDuration = function _onUpdateTotalDuration(animation) {\n return animation instanceof Timeline ? _uncache(animation) : _setDuration(animation, animation._dur);\n},\n _zeroPosition = {\n _start: 0,\n endTime: _emptyFunc,\n totalDuration: _emptyFunc\n},\n _parsePosition = function _parsePosition(animation, position, percentAnimation) {\n var labels = animation.labels,\n recent = animation._recent || _zeroPosition,\n clippedDuration = animation.duration() >= _bigNum ? recent.endTime(false) : animation._dur,\n //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n i,\n offset,\n isPercent;\n\n if (_isString(position) && (isNaN(position) || position in labels)) {\n //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n offset = position.charAt(0);\n isPercent = position.substr(-1) === \"%\";\n i = position.indexOf(\"=\");\n\n if (offset === \"<\" || offset === \">\") {\n i >= 0 && (position = position.replace(/=/, \"\"));\n return (offset === \"<\" ? recent._start : recent.endTime(recent._repeat >= 0)) + (parseFloat(position.substr(1)) || 0) * (isPercent ? (i < 0 ? recent : percentAnimation).totalDuration() / 100 : 1);\n }\n\n if (i < 0) {\n position in labels || (labels[position] = clippedDuration);\n return labels[position];\n }\n\n offset = parseFloat(position.charAt(i - 1) + position.substr(i + 1));\n\n if (isPercent && percentAnimation) {\n offset = offset / 100 * (_isArray(percentAnimation) ? percentAnimation[0] : percentAnimation).totalDuration();\n }\n\n return i > 1 ? _parsePosition(animation, position.substr(0, i - 1), percentAnimation) + offset : clippedDuration + offset;\n }\n\n return position == null ? clippedDuration : +position;\n},\n _createTweenType = function _createTweenType(type, params, timeline) {\n var isLegacy = _isNumber(params[1]),\n varsIndex = (isLegacy ? 2 : 1) + (type < 2 ? 0 : 1),\n vars = params[varsIndex],\n irVars,\n parent;\n\n isLegacy && (vars.duration = params[1]);\n vars.parent = timeline;\n\n if (type) {\n irVars = vars;\n parent = timeline;\n\n while (parent && !(\"immediateRender\" in irVars)) {\n // inheritance hasn't happened yet, but someone may have set a default in an ancestor timeline. We could do vars.immediateRender = _isNotFalse(_inheritDefaults(vars).immediateRender) but that'd exact a slight performance penalty because _inheritDefaults() also runs in the Tween constructor. We're paying a small kb price here to gain speed.\n irVars = parent.vars.defaults || {};\n parent = _isNotFalse(parent.vars.inherit) && parent.parent;\n }\n\n vars.immediateRender = _isNotFalse(irVars.immediateRender);\n type < 2 ? vars.runBackwards = 1 : vars.startAt = params[varsIndex - 1]; // \"from\" vars\n }\n\n return new Tween(params[0], vars, params[varsIndex + 1]);\n},\n _conditionalReturn = function _conditionalReturn(value, func) {\n return value || value === 0 ? func(value) : func;\n},\n _clamp = function _clamp(min, max, value) {\n return value < min ? min : value > max ? max : value;\n},\n getUnit = function getUnit(value, v) {\n return !_isString(value) || !(v = _unitExp.exec(value)) ? \"\" : v[1];\n},\n // note: protect against padded numbers as strings, like \"100.100\". That shouldn't return \"00\" as the unit. If it's numeric, return no unit.\nclamp = function clamp(min, max, value) {\n return _conditionalReturn(value, function (v) {\n return _clamp(min, max, v);\n });\n},\n _slice = [].slice,\n _isArrayLike = function _isArrayLike(value, nonEmpty) {\n return value && _isObject(value) && \"length\" in value && (!nonEmpty && !value.length || value.length - 1 in value && _isObject(value[0])) && !value.nodeType && value !== _win;\n},\n _flatten = function _flatten(ar, leaveStrings, accumulator) {\n if (accumulator === void 0) {\n accumulator = [];\n }\n\n return ar.forEach(function (value) {\n var _accumulator;\n\n return _isString(value) && !leaveStrings || _isArrayLike(value, 1) ? (_accumulator = accumulator).push.apply(_accumulator, toArray(value)) : accumulator.push(value);\n }) || accumulator;\n},\n //takes any value and returns an array. If it's a string (and leaveStrings isn't true), it'll use document.querySelectorAll() and convert that to an array. It'll also accept iterables like jQuery objects.\ntoArray = function toArray(value, scope, leaveStrings) {\n return _context && !scope && _context.selector ? _context.selector(value) : _isString(value) && !leaveStrings && (_coreInitted || !_wake()) ? _slice.call((scope || _doc).querySelectorAll(value), 0) : _isArray(value) ? _flatten(value, leaveStrings) : _isArrayLike(value) ? _slice.call(value, 0) : value ? [value] : [];\n},\n selector = function selector(value) {\n value = toArray(value)[0] || _warn(\"Invalid scope\") || {};\n return function (v) {\n var el = value.current || value.nativeElement || value;\n return toArray(v, el.querySelectorAll ? el : el === value ? _warn(\"Invalid scope\") || _doc.createElement(\"div\") : value);\n };\n},\n shuffle = function shuffle(a) {\n return a.sort(function () {\n return .5 - Math.random();\n });\n},\n // alternative that's a bit faster and more reliably diverse but bigger: for (let j, v, i = a.length; i; j = Math.floor(Math.random() * i), v = a[--i], a[i] = a[j], a[j] = v); return a;\n//for distributing values across an array. Can accept a number, a function or (most commonly) a function which can contain the following properties: {base, amount, from, ease, grid, axis, length, each}. Returns a function that expects the following parameters: index, target, array. Recognizes the following\ndistribute = function distribute(v) {\n if (_isFunction(v)) {\n return v;\n }\n\n var vars = _isObject(v) ? v : {\n each: v\n },\n //n:1 is just to indicate v was a number; we leverage that later to set v according to the length we get. If a number is passed in, we treat it like the old stagger value where 0.1, for example, would mean that things would be distributed with 0.1 between each element in the array rather than a total \"amount\" that's chunked out among them all.\n ease = _parseEase(vars.ease),\n from = vars.from || 0,\n base = parseFloat(vars.base) || 0,\n cache = {},\n isDecimal = from > 0 && from < 1,\n ratios = isNaN(from) || isDecimal,\n axis = vars.axis,\n ratioX = from,\n ratioY = from;\n\n if (_isString(from)) {\n ratioX = ratioY = {\n center: .5,\n edges: .5,\n end: 1\n }[from] || 0;\n } else if (!isDecimal && ratios) {\n ratioX = from[0];\n ratioY = from[1];\n }\n\n return function (i, target, a) {\n var l = (a || vars).length,\n distances = cache[l],\n originX,\n originY,\n x,\n y,\n d,\n j,\n max,\n min,\n wrapAt;\n\n if (!distances) {\n wrapAt = vars.grid === \"auto\" ? 0 : (vars.grid || [1, _bigNum])[1];\n\n if (!wrapAt) {\n max = -_bigNum;\n\n while (max < (max = a[wrapAt++].getBoundingClientRect().left) && wrapAt < l) {}\n\n wrapAt--;\n }\n\n distances = cache[l] = [];\n originX = ratios ? Math.min(wrapAt, l) * ratioX - .5 : from % wrapAt;\n originY = wrapAt === _bigNum ? 0 : ratios ? l * ratioY / wrapAt - .5 : from / wrapAt | 0;\n max = 0;\n min = _bigNum;\n\n for (j = 0; j < l; j++) {\n x = j % wrapAt - originX;\n y = originY - (j / wrapAt | 0);\n distances[j] = d = !axis ? _sqrt(x * x + y * y) : Math.abs(axis === \"y\" ? y : x);\n d > max && (max = d);\n d < min && (min = d);\n }\n\n from === \"random\" && shuffle(distances);\n distances.max = max - min;\n distances.min = min;\n distances.v = l = (parseFloat(vars.amount) || parseFloat(vars.each) * (wrapAt > l ? l - 1 : !axis ? Math.max(wrapAt, l / wrapAt) : axis === \"y\" ? l / wrapAt : wrapAt) || 0) * (from === \"edges\" ? -1 : 1);\n distances.b = l < 0 ? base - l : base;\n distances.u = getUnit(vars.amount || vars.each) || 0; //unit\n\n ease = ease && l < 0 ? _invertEase(ease) : ease;\n }\n\n l = (distances[i] - distances.min) / distances.max || 0;\n return _roundPrecise(distances.b + (ease ? ease(l) : l) * distances.v) + distances.u; //round in order to work around floating point errors\n };\n},\n _roundModifier = function _roundModifier(v) {\n //pass in 0.1 get a function that'll round to the nearest tenth, or 5 to round to the closest 5, or 0.001 to the closest 1000th, etc.\n var p = Math.pow(10, ((v + \"\").split(\".\")[1] || \"\").length); //to avoid floating point math errors (like 24 * 0.1 == 2.4000000000000004), we chop off at a specific number of decimal places (much faster than toFixed())\n\n return function (raw) {\n var n = _roundPrecise(Math.round(parseFloat(raw) / v) * v * p);\n\n return (n - n % 1) / p + (_isNumber(raw) ? 0 : getUnit(raw)); // n - n % 1 replaces Math.floor() in order to handle negative values properly. For example, Math.floor(-150.00000000000003) is 151!\n };\n},\n snap = function snap(snapTo, value) {\n var isArray = _isArray(snapTo),\n radius,\n is2D;\n\n if (!isArray && _isObject(snapTo)) {\n radius = isArray = snapTo.radius || _bigNum;\n\n if (snapTo.values) {\n snapTo = toArray(snapTo.values);\n\n if (is2D = !_isNumber(snapTo[0])) {\n radius *= radius; //performance optimization so we don't have to Math.sqrt() in the loop.\n }\n } else {\n snapTo = _roundModifier(snapTo.increment);\n }\n }\n\n return _conditionalReturn(value, !isArray ? _roundModifier(snapTo) : _isFunction(snapTo) ? function (raw) {\n is2D = snapTo(raw);\n return Math.abs(is2D - raw) <= radius ? is2D : raw;\n } : function (raw) {\n var x = parseFloat(is2D ? raw.x : raw),\n y = parseFloat(is2D ? raw.y : 0),\n min = _bigNum,\n closest = 0,\n i = snapTo.length,\n dx,\n dy;\n\n while (i--) {\n if (is2D) {\n dx = snapTo[i].x - x;\n dy = snapTo[i].y - y;\n dx = dx * dx + dy * dy;\n } else {\n dx = Math.abs(snapTo[i] - x);\n }\n\n if (dx < min) {\n min = dx;\n closest = i;\n }\n }\n\n closest = !radius || min <= radius ? snapTo[closest] : raw;\n return is2D || closest === raw || _isNumber(raw) ? closest : closest + getUnit(raw);\n });\n},\n random = function random(min, max, roundingIncrement, returnFunction) {\n return _conditionalReturn(_isArray(min) ? !max : roundingIncrement === true ? !!(roundingIncrement = 0) : !returnFunction, function () {\n return _isArray(min) ? min[~~(Math.random() * min.length)] : (roundingIncrement = roundingIncrement || 1e-5) && (returnFunction = roundingIncrement < 1 ? Math.pow(10, (roundingIncrement + \"\").length - 2) : 1) && Math.floor(Math.round((min - roundingIncrement / 2 + Math.random() * (max - min + roundingIncrement * .99)) / roundingIncrement) * roundingIncrement * returnFunction) / returnFunction;\n });\n},\n pipe = function pipe() {\n for (var _len = arguments.length, functions = new Array(_len), _key = 0; _key < _len; _key++) {\n functions[_key] = arguments[_key];\n }\n\n return function (value) {\n return functions.reduce(function (v, f) {\n return f(v);\n }, value);\n };\n},\n unitize = function unitize(func, unit) {\n return function (value) {\n return func(parseFloat(value)) + (unit || getUnit(value));\n };\n},\n normalize = function normalize(min, max, value) {\n return mapRange(min, max, 0, 1, value);\n},\n _wrapArray = function _wrapArray(a, wrapper, value) {\n return _conditionalReturn(value, function (index) {\n return a[~~wrapper(index)];\n });\n},\n wrap = function wrap(min, max, value) {\n // NOTE: wrap() CANNOT be an arrow function! A very odd compiling bug causes problems (unrelated to GSAP).\n var range = max - min;\n return _isArray(min) ? _wrapArray(min, wrap(0, min.length), max) : _conditionalReturn(value, function (value) {\n return (range + (value - min) % range) % range + min;\n });\n},\n wrapYoyo = function wrapYoyo(min, max, value) {\n var range = max - min,\n total = range * 2;\n return _isArray(min) ? _wrapArray(min, wrapYoyo(0, min.length - 1), max) : _conditionalReturn(value, function (value) {\n value = (total + (value - min) % total) % total || 0;\n return min + (value > range ? total - value : value);\n });\n},\n _replaceRandom = function _replaceRandom(value) {\n //replaces all occurrences of random(...) in a string with the calculated random value. can be a range like random(-100, 100, 5) or an array like random([0, 100, 500])\n var prev = 0,\n s = \"\",\n i,\n nums,\n end,\n isArray;\n\n while (~(i = value.indexOf(\"random(\", prev))) {\n end = value.indexOf(\")\", i);\n isArray = value.charAt(i + 7) === \"[\";\n nums = value.substr(i + 7, end - i - 7).match(isArray ? _delimitedValueExp : _strictNumExp);\n s += value.substr(prev, i - prev) + random(isArray ? nums : +nums[0], isArray ? 0 : +nums[1], +nums[2] || 1e-5);\n prev = end + 1;\n }\n\n return s + value.substr(prev, value.length - prev);\n},\n mapRange = function mapRange(inMin, inMax, outMin, outMax, value) {\n var inRange = inMax - inMin,\n outRange = outMax - outMin;\n return _conditionalReturn(value, function (value) {\n return outMin + ((value - inMin) / inRange * outRange || 0);\n });\n},\n interpolate = function interpolate(start, end, progress, mutate) {\n var func = isNaN(start + end) ? 0 : function (p) {\n return (1 - p) * start + p * end;\n };\n\n if (!func) {\n var isString = _isString(start),\n master = {},\n p,\n i,\n interpolators,\n l,\n il;\n\n progress === true && (mutate = 1) && (progress = null);\n\n if (isString) {\n start = {\n p: start\n };\n end = {\n p: end\n };\n } else if (_isArray(start) && !_isArray(end)) {\n interpolators = [];\n l = start.length;\n il = l - 2;\n\n for (i = 1; i < l; i++) {\n interpolators.push(interpolate(start[i - 1], start[i])); //build the interpolators up front as a performance optimization so that when the function is called many times, it can just reuse them.\n }\n\n l--;\n\n func = function func(p) {\n p *= l;\n var i = Math.min(il, ~~p);\n return interpolators[i](p - i);\n };\n\n progress = end;\n } else if (!mutate) {\n start = _merge(_isArray(start) ? [] : {}, start);\n }\n\n if (!interpolators) {\n for (p in end) {\n _addPropTween.call(master, start, p, \"get\", end[p]);\n }\n\n func = function func(p) {\n return _renderPropTweens(p, master) || (isString ? start.p : start);\n };\n }\n }\n\n return _conditionalReturn(progress, func);\n},\n _getLabelInDirection = function _getLabelInDirection(timeline, fromTime, backward) {\n //used for nextLabel() and previousLabel()\n var labels = timeline.labels,\n min = _bigNum,\n p,\n distance,\n label;\n\n for (p in labels) {\n distance = labels[p] - fromTime;\n\n if (distance < 0 === !!backward && distance && min > (distance = Math.abs(distance))) {\n label = p;\n min = distance;\n }\n }\n\n return label;\n},\n _callback = function _callback(animation, type, executeLazyFirst) {\n var v = animation.vars,\n callback = v[type],\n prevContext = _context,\n context = animation._ctx,\n params,\n scope,\n result;\n\n if (!callback) {\n return;\n }\n\n params = v[type + \"Params\"];\n scope = v.callbackScope || animation;\n executeLazyFirst && _lazyTweens.length && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\n context && (_context = context);\n result = params ? callback.apply(scope, params) : callback.call(scope);\n _context = prevContext;\n return result;\n},\n _interrupt = function _interrupt(animation) {\n _removeFromParent(animation);\n\n animation.scrollTrigger && animation.scrollTrigger.kill(!!_reverting);\n animation.progress() < 1 && _callback(animation, \"onInterrupt\");\n return animation;\n},\n _quickTween,\n _createPlugin = function _createPlugin(config) {\n config = !config.name && config[\"default\"] || config; //UMD packaging wraps things oddly, so for example MotionPathHelper becomes {MotionPathHelper:MotionPathHelper, default:MotionPathHelper}.\n\n var name = config.name,\n isFunc = _isFunction(config),\n Plugin = name && !isFunc && config.init ? function () {\n this._props = [];\n } : config,\n //in case someone passes in an object that's not a plugin, like CustomEase\n instanceDefaults = {\n init: _emptyFunc,\n render: _renderPropTweens,\n add: _addPropTween,\n kill: _killPropTweensOf,\n modifier: _addPluginModifier,\n rawVars: 0\n },\n statics = {\n targetTest: 0,\n get: 0,\n getSetter: _getSetter,\n aliases: {},\n register: 0\n };\n\n _wake();\n\n if (config !== Plugin) {\n if (_plugins[name]) {\n return;\n }\n\n _setDefaults(Plugin, _setDefaults(_copyExcluding(config, instanceDefaults), statics)); //static methods\n\n\n _merge(Plugin.prototype, _merge(instanceDefaults, _copyExcluding(config, statics))); //instance methods\n\n\n _plugins[Plugin.prop = name] = Plugin;\n\n if (config.targetTest) {\n _harnessPlugins.push(Plugin);\n\n _reservedProps[name] = 1;\n }\n\n name = (name === \"css\" ? \"CSS\" : name.charAt(0).toUpperCase() + name.substr(1)) + \"Plugin\"; //for the global name. \"motionPath\" should become MotionPathPlugin\n }\n\n _addGlobal(name, Plugin);\n\n config.register && config.register(gsap, Plugin, PropTween);\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * COLORS\n * --------------------------------------------------------------------------------------\n */\n_255 = 255,\n _colorLookup = {\n aqua: [0, _255, _255],\n lime: [0, _255, 0],\n silver: [192, 192, 192],\n black: [0, 0, 0],\n maroon: [128, 0, 0],\n teal: [0, 128, 128],\n blue: [0, 0, _255],\n navy: [0, 0, 128],\n white: [_255, _255, _255],\n olive: [128, 128, 0],\n yellow: [_255, _255, 0],\n orange: [_255, 165, 0],\n gray: [128, 128, 128],\n purple: [128, 0, 128],\n green: [0, 128, 0],\n red: [_255, 0, 0],\n pink: [_255, 192, 203],\n cyan: [0, _255, _255],\n transparent: [_255, _255, _255, 0]\n},\n // possible future idea to replace the hard-coded color name values - put this in the ticker.wake() where we set the _doc:\n// let ctx = _doc.createElement(\"canvas\").getContext(\"2d\");\n// _forEachName(\"aqua,lime,silver,black,maroon,teal,blue,navy,white,olive,yellow,orange,gray,purple,green,red,pink,cyan\", color => {ctx.fillStyle = color; _colorLookup[color] = splitColor(ctx.fillStyle)});\n_hue = function _hue(h, m1, m2) {\n h += h < 0 ? 1 : h > 1 ? -1 : 0;\n return (h * 6 < 1 ? m1 + (m2 - m1) * h * 6 : h < .5 ? m2 : h * 3 < 2 ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * _255 + .5 | 0;\n},\n splitColor = function splitColor(v, toHSL, forceAlpha) {\n var a = !v ? _colorLookup.black : _isNumber(v) ? [v >> 16, v >> 8 & _255, v & _255] : 0,\n r,\n g,\n b,\n h,\n s,\n l,\n max,\n min,\n d,\n wasHSL;\n\n if (!a) {\n if (v.substr(-1) === \",\") {\n //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n v = v.substr(0, v.length - 1);\n }\n\n if (_colorLookup[v]) {\n a = _colorLookup[v];\n } else if (v.charAt(0) === \"#\") {\n if (v.length < 6) {\n //for shorthand like #9F0 or #9F0F (could have alpha)\n r = v.charAt(1);\n g = v.charAt(2);\n b = v.charAt(3);\n v = \"#\" + r + r + g + g + b + b + (v.length === 5 ? v.charAt(4) + v.charAt(4) : \"\");\n }\n\n if (v.length === 9) {\n // hex with alpha, like #fd5e53ff\n a = parseInt(v.substr(1, 6), 16);\n return [a >> 16, a >> 8 & _255, a & _255, parseInt(v.substr(7), 16) / 255];\n }\n\n v = parseInt(v.substr(1), 16);\n a = [v >> 16, v >> 8 & _255, v & _255];\n } else if (v.substr(0, 3) === \"hsl\") {\n a = wasHSL = v.match(_strictNumExp);\n\n if (!toHSL) {\n h = +a[0] % 360 / 360;\n s = +a[1] / 100;\n l = +a[2] / 100;\n g = l <= .5 ? l * (s + 1) : l + s - l * s;\n r = l * 2 - g;\n a.length > 3 && (a[3] *= 1); //cast as number\n\n a[0] = _hue(h + 1 / 3, r, g);\n a[1] = _hue(h, r, g);\n a[2] = _hue(h - 1 / 3, r, g);\n } else if (~v.indexOf(\"=\")) {\n //if relative values are found, just return the raw strings with the relative prefixes in place.\n a = v.match(_numExp);\n forceAlpha && a.length < 4 && (a[3] = 1);\n return a;\n }\n } else {\n a = v.match(_strictNumExp) || _colorLookup.transparent;\n }\n\n a = a.map(Number);\n }\n\n if (toHSL && !wasHSL) {\n r = a[0] / _255;\n g = a[1] / _255;\n b = a[2] / _255;\n max = Math.max(r, g, b);\n min = Math.min(r, g, b);\n l = (max + min) / 2;\n\n if (max === min) {\n h = s = 0;\n } else {\n d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n h = max === r ? (g - b) / d + (g < b ? 6 : 0) : max === g ? (b - r) / d + 2 : (r - g) / d + 4;\n h *= 60;\n }\n\n a[0] = ~~(h + .5);\n a[1] = ~~(s * 100 + .5);\n a[2] = ~~(l * 100 + .5);\n }\n\n forceAlpha && a.length < 4 && (a[3] = 1);\n return a;\n},\n _colorOrderData = function _colorOrderData(v) {\n // strips out the colors from the string, finds all the numeric slots (with units) and returns an array of those. The Array also has a \"c\" property which is an Array of the index values where the colors belong. This is to help work around issues where there's a mis-matched order of color/numeric data like drop-shadow(#f00 0px 1px 2px) and drop-shadow(0x 1px 2px #f00). This is basically a helper function used in _formatColors()\n var values = [],\n c = [],\n i = -1;\n v.split(_colorExp).forEach(function (v) {\n var a = v.match(_numWithUnitExp) || [];\n values.push.apply(values, a);\n c.push(i += a.length + 1);\n });\n values.c = c;\n return values;\n},\n _formatColors = function _formatColors(s, toHSL, orderMatchData) {\n var result = \"\",\n colors = (s + result).match(_colorExp),\n type = toHSL ? \"hsla(\" : \"rgba(\",\n i = 0,\n c,\n shell,\n d,\n l;\n\n if (!colors) {\n return s;\n }\n\n colors = colors.map(function (color) {\n return (color = splitColor(color, toHSL, 1)) && type + (toHSL ? color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : color.join(\",\")) + \")\";\n });\n\n if (orderMatchData) {\n d = _colorOrderData(s);\n c = orderMatchData.c;\n\n if (c.join(result) !== d.c.join(result)) {\n shell = s.replace(_colorExp, \"1\").split(_numWithUnitExp);\n l = shell.length - 1;\n\n for (; i < l; i++) {\n result += shell[i] + (~c.indexOf(i) ? colors.shift() || type + \"0,0,0,0)\" : (d.length ? d : colors.length ? colors : orderMatchData).shift());\n }\n }\n }\n\n if (!shell) {\n shell = s.split(_colorExp);\n l = shell.length - 1;\n\n for (; i < l; i++) {\n result += shell[i] + colors[i];\n }\n }\n\n return result + shell[l];\n},\n _colorExp = function () {\n var s = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3,4}){1,2}\\\\b\",\n //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.,\n p;\n\n for (p in _colorLookup) {\n s += \"|\" + p + \"\\\\b\";\n }\n\n return new RegExp(s + \")\", \"gi\");\n}(),\n _hslExp = /hsl[a]?\\(/,\n _colorStringFilter = function _colorStringFilter(a) {\n var combined = a.join(\" \"),\n toHSL;\n _colorExp.lastIndex = 0;\n\n if (_colorExp.test(combined)) {\n toHSL = _hslExp.test(combined);\n a[1] = _formatColors(a[1], toHSL);\n a[0] = _formatColors(a[0], toHSL, _colorOrderData(a[1])); // make sure the order of numbers/colors match with the END value.\n\n return true;\n }\n},\n\n/*\n * --------------------------------------------------------------------------------------\n * TICKER\n * --------------------------------------------------------------------------------------\n */\n_tickerActive,\n _ticker = function () {\n var _getTime = Date.now,\n _lagThreshold = 500,\n _adjustedLag = 33,\n _startTime = _getTime(),\n _lastUpdate = _startTime,\n _gap = 1000 / 240,\n _nextTime = _gap,\n _listeners = [],\n _id,\n _req,\n _raf,\n _self,\n _delta,\n _i,\n _tick = function _tick(v) {\n var elapsed = _getTime() - _lastUpdate,\n manual = v === true,\n overlap,\n dispatch,\n time,\n frame;\n\n elapsed > _lagThreshold && (_startTime += elapsed - _adjustedLag);\n _lastUpdate += elapsed;\n time = _lastUpdate - _startTime;\n overlap = time - _nextTime;\n\n if (overlap > 0 || manual) {\n frame = ++_self.frame;\n _delta = time - _self.time * 1000;\n _self.time = time = time / 1000;\n _nextTime += overlap + (overlap >= _gap ? 4 : _gap - overlap);\n dispatch = 1;\n }\n\n manual || (_id = _req(_tick)); //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\n if (dispatch) {\n for (_i = 0; _i < _listeners.length; _i++) {\n // use _i and check _listeners.length instead of a variable because a listener could get removed during the loop, and if that happens to an element less than the current index, it'd throw things off in the loop.\n _listeners[_i](time, _delta, frame, v);\n }\n }\n };\n\n _self = {\n time: 0,\n frame: 0,\n tick: function tick() {\n _tick(true);\n },\n deltaRatio: function deltaRatio(fps) {\n return _delta / (1000 / (fps || 60));\n },\n wake: function wake() {\n if (_coreReady) {\n if (!_coreInitted && _windowExists()) {\n _win = _coreInitted = window;\n _doc = _win.document || {};\n _globals.gsap = gsap;\n (_win.gsapVersions || (_win.gsapVersions = [])).push(gsap.version);\n\n _install(_installScope || _win.GreenSockGlobals || !_win.gsap && _win || {});\n\n _raf = _win.requestAnimationFrame;\n }\n\n _id && _self.sleep();\n\n _req = _raf || function (f) {\n return setTimeout(f, _nextTime - _self.time * 1000 + 1 | 0);\n };\n\n _tickerActive = 1;\n\n _tick(2);\n }\n },\n sleep: function sleep() {\n (_raf ? _win.cancelAnimationFrame : clearTimeout)(_id);\n _tickerActive = 0;\n _req = _emptyFunc;\n },\n lagSmoothing: function lagSmoothing(threshold, adjustedLag) {\n _lagThreshold = threshold || 1 / _tinyNum; //zero should be interpreted as basically unlimited\n\n _adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n },\n fps: function fps(_fps) {\n _gap = 1000 / (_fps || 240);\n _nextTime = _self.time * 1000 + _gap;\n },\n add: function add(callback, once, prioritize) {\n var func = once ? function (t, d, f, v) {\n callback(t, d, f, v);\n\n _self.remove(func);\n } : callback;\n\n _self.remove(callback);\n\n _listeners[prioritize ? \"unshift\" : \"push\"](func);\n\n _wake();\n\n return func;\n },\n remove: function remove(callback, i) {\n ~(i = _listeners.indexOf(callback)) && _listeners.splice(i, 1) && _i >= i && _i--;\n },\n _listeners: _listeners\n };\n return _self;\n}(),\n _wake = function _wake() {\n return !_tickerActive && _ticker.wake();\n},\n //also ensures the core classes are initialized.\n\n/*\n* -------------------------------------------------\n* EASING\n* -------------------------------------------------\n*/\n_easeMap = {},\n _customEaseExp = /^[\\d.\\-M][\\d.\\-,\\s]/,\n _quotesExp = /[\"']/g,\n _parseObjectInString = function _parseObjectInString(value) {\n //takes a string like \"{wiggles:10, type:anticipate})\" and turns it into a real object. Notice it ends in \")\" and includes the {} wrappers. This is because we only use this function for parsing ease configs and prioritized optimization rather than reusability.\n var obj = {},\n split = value.substr(1, value.length - 3).split(\":\"),\n key = split[0],\n i = 1,\n l = split.length,\n index,\n val,\n parsedVal;\n\n for (; i < l; i++) {\n val = split[i];\n index = i !== l - 1 ? val.lastIndexOf(\",\") : val.length;\n parsedVal = val.substr(0, index);\n obj[key] = isNaN(parsedVal) ? parsedVal.replace(_quotesExp, \"\").trim() : +parsedVal;\n key = val.substr(index + 1).trim();\n }\n\n return obj;\n},\n _valueInParentheses = function _valueInParentheses(value) {\n var open = value.indexOf(\"(\") + 1,\n close = value.indexOf(\")\"),\n nested = value.indexOf(\"(\", open);\n return value.substring(open, ~nested && nested < close ? value.indexOf(\")\", close + 1) : close);\n},\n _configEaseFromString = function _configEaseFromString(name) {\n //name can be a string like \"elastic.out(1,0.5)\", and pass in _easeMap as obj and it'll parse it out and call the actual function like _easeMap.Elastic.easeOut.config(1,0.5). It will also parse custom ease strings as long as CustomEase is loaded and registered (internally as _easeMap._CE).\n var split = (name + \"\").split(\"(\"),\n ease = _easeMap[split[0]];\n return ease && split.length > 1 && ease.config ? ease.config.apply(null, ~name.indexOf(\"{\") ? [_parseObjectInString(split[1])] : _valueInParentheses(name).split(\",\").map(_numericIfPossible)) : _easeMap._CE && _customEaseExp.test(name) ? _easeMap._CE(\"\", name) : ease;\n},\n _invertEase = function _invertEase(ease) {\n return function (p) {\n return 1 - ease(1 - p);\n };\n},\n // allow yoyoEase to be set in children and have those affected when the parent/ancestor timeline yoyos.\n_propagateYoyoEase = function _propagateYoyoEase(timeline, isYoyo) {\n var child = timeline._first,\n ease;\n\n while (child) {\n if (child instanceof Timeline) {\n _propagateYoyoEase(child, isYoyo);\n } else if (child.vars.yoyoEase && (!child._yoyo || !child._repeat) && child._yoyo !== isYoyo) {\n if (child.timeline) {\n _propagateYoyoEase(child.timeline, isYoyo);\n } else {\n ease = child._ease;\n child._ease = child._yEase;\n child._yEase = ease;\n child._yoyo = isYoyo;\n }\n }\n\n child = child._next;\n }\n},\n _parseEase = function _parseEase(ease, defaultEase) {\n return !ease ? defaultEase : (_isFunction(ease) ? ease : _easeMap[ease] || _configEaseFromString(ease)) || defaultEase;\n},\n _insertEase = function _insertEase(names, easeIn, easeOut, easeInOut) {\n if (easeOut === void 0) {\n easeOut = function easeOut(p) {\n return 1 - easeIn(1 - p);\n };\n }\n\n if (easeInOut === void 0) {\n easeInOut = function easeInOut(p) {\n return p < .5 ? easeIn(p * 2) / 2 : 1 - easeIn((1 - p) * 2) / 2;\n };\n }\n\n var ease = {\n easeIn: easeIn,\n easeOut: easeOut,\n easeInOut: easeInOut\n },\n lowercaseName;\n\n _forEachName(names, function (name) {\n _easeMap[name] = _globals[name] = ease;\n _easeMap[lowercaseName = name.toLowerCase()] = easeOut;\n\n for (var p in ease) {\n _easeMap[lowercaseName + (p === \"easeIn\" ? \".in\" : p === \"easeOut\" ? \".out\" : \".inOut\")] = _easeMap[name + \".\" + p] = ease[p];\n }\n });\n\n return ease;\n},\n _easeInOutFromOut = function _easeInOutFromOut(easeOut) {\n return function (p) {\n return p < .5 ? (1 - easeOut(1 - p * 2)) / 2 : .5 + easeOut((p - .5) * 2) / 2;\n };\n},\n _configElastic = function _configElastic(type, amplitude, period) {\n var p1 = amplitude >= 1 ? amplitude : 1,\n //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n p2 = (period || (type ? .3 : .45)) / (amplitude < 1 ? amplitude : 1),\n p3 = p2 / _2PI * (Math.asin(1 / p1) || 0),\n easeOut = function easeOut(p) {\n return p === 1 ? 1 : p1 * Math.pow(2, -10 * p) * _sin((p - p3) * p2) + 1;\n },\n ease = type === \"out\" ? easeOut : type === \"in\" ? function (p) {\n return 1 - easeOut(1 - p);\n } : _easeInOutFromOut(easeOut);\n\n p2 = _2PI / p2; //precalculate to optimize\n\n ease.config = function (amplitude, period) {\n return _configElastic(type, amplitude, period);\n };\n\n return ease;\n},\n _configBack = function _configBack(type, overshoot) {\n if (overshoot === void 0) {\n overshoot = 1.70158;\n }\n\n var easeOut = function easeOut(p) {\n return p ? --p * p * ((overshoot + 1) * p + overshoot) + 1 : 0;\n },\n ease = type === \"out\" ? easeOut : type === \"in\" ? function (p) {\n return 1 - easeOut(1 - p);\n } : _easeInOutFromOut(easeOut);\n\n ease.config = function (overshoot) {\n return _configBack(type, overshoot);\n };\n\n return ease;\n}; // a cheaper (kb and cpu) but more mild way to get a parameterized weighted ease by feeding in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.\n// _weightedEase = ratio => {\n// \tlet y = 0.5 + ratio / 2;\n// \treturn p => (2 * (1 - p) * p * y + p * p);\n// },\n// a stronger (but more expensive kb/cpu) parameterized weighted ease that lets you feed in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.\n// _weightedEaseStrong = ratio => {\n// \tratio = .5 + ratio / 2;\n// \tlet o = 1 / 3 * (ratio < .5 ? ratio : 1 - ratio),\n// \t\tb = ratio - o,\n// \t\tc = ratio + o;\n// \treturn p => p === 1 ? p : 3 * b * (1 - p) * (1 - p) * p + 3 * c * (1 - p) * p * p + p * p * p;\n// };\n\n\n_forEachName(\"Linear,Quad,Cubic,Quart,Quint,Strong\", function (name, i) {\n var power = i < 5 ? i + 1 : i;\n\n _insertEase(name + \",Power\" + (power - 1), i ? function (p) {\n return Math.pow(p, power);\n } : function (p) {\n return p;\n }, function (p) {\n return 1 - Math.pow(1 - p, power);\n }, function (p) {\n return p < .5 ? Math.pow(p * 2, power) / 2 : 1 - Math.pow((1 - p) * 2, power) / 2;\n });\n});\n\n_easeMap.Linear.easeNone = _easeMap.none = _easeMap.Linear.easeIn;\n\n_insertEase(\"Elastic\", _configElastic(\"in\"), _configElastic(\"out\"), _configElastic());\n\n(function (n, c) {\n var n1 = 1 / c,\n n2 = 2 * n1,\n n3 = 2.5 * n1,\n easeOut = function easeOut(p) {\n return p < n1 ? n * p * p : p < n2 ? n * Math.pow(p - 1.5 / c, 2) + .75 : p < n3 ? n * (p -= 2.25 / c) * p + .9375 : n * Math.pow(p - 2.625 / c, 2) + .984375;\n };\n\n _insertEase(\"Bounce\", function (p) {\n return 1 - easeOut(1 - p);\n }, easeOut);\n})(7.5625, 2.75);\n\n_insertEase(\"Expo\", function (p) {\n return p ? Math.pow(2, 10 * (p - 1)) : 0;\n});\n\n_insertEase(\"Circ\", function (p) {\n return -(_sqrt(1 - p * p) - 1);\n});\n\n_insertEase(\"Sine\", function (p) {\n return p === 1 ? 1 : -_cos(p * _HALF_PI) + 1;\n});\n\n_insertEase(\"Back\", _configBack(\"in\"), _configBack(\"out\"), _configBack());\n\n_easeMap.SteppedEase = _easeMap.steps = _globals.SteppedEase = {\n config: function config(steps, immediateStart) {\n if (steps === void 0) {\n steps = 1;\n }\n\n var p1 = 1 / steps,\n p2 = steps + (immediateStart ? 0 : 1),\n p3 = immediateStart ? 1 : 0,\n max = 1 - _tinyNum;\n return function (p) {\n return ((p2 * _clamp(0, max, p) | 0) + p3) * p1;\n };\n }\n};\n_defaults.ease = _easeMap[\"quad.out\"];\n\n_forEachName(\"onComplete,onUpdate,onStart,onRepeat,onReverseComplete,onInterrupt\", function (name) {\n return _callbackNames += name + \",\" + name + \"Params,\";\n});\n/*\n * --------------------------------------------------------------------------------------\n * CACHE\n * --------------------------------------------------------------------------------------\n */\n\n\nvar GSCache = function GSCache(target, harness) {\n this.id = _gsID++;\n target._gsap = this;\n this.target = target;\n this.harness = harness;\n this.get = harness ? harness.get : _getProperty;\n this.set = harness ? harness.getSetter : _getSetter;\n};\n/*\n * --------------------------------------------------------------------------------------\n * ANIMATION\n * --------------------------------------------------------------------------------------\n */\n\nvar Animation = /*#__PURE__*/function () {\n function Animation(vars) {\n this.vars = vars;\n this._delay = +vars.delay || 0;\n\n if (this._repeat = vars.repeat === Infinity ? -2 : vars.repeat || 0) {\n // TODO: repeat: Infinity on a timeline's children must flag that timeline internally and affect its totalDuration, otherwise it'll stop in the negative direction when reaching the start.\n this._rDelay = vars.repeatDelay || 0;\n this._yoyo = !!vars.yoyo || !!vars.yoyoEase;\n }\n\n this._ts = 1;\n\n _setDuration(this, +vars.duration, 1, 1);\n\n this.data = vars.data;\n\n if (_context) {\n this._ctx = _context;\n\n _context.data.push(this);\n }\n\n _tickerActive || _ticker.wake();\n }\n\n var _proto = Animation.prototype;\n\n _proto.delay = function delay(value) {\n if (value || value === 0) {\n this.parent && this.parent.smoothChildTiming && this.startTime(this._start + value - this._delay);\n this._delay = value;\n return this;\n }\n\n return this._delay;\n };\n\n _proto.duration = function duration(value) {\n return arguments.length ? this.totalDuration(this._repeat > 0 ? value + (value + this._rDelay) * this._repeat : value) : this.totalDuration() && this._dur;\n };\n\n _proto.totalDuration = function totalDuration(value) {\n if (!arguments.length) {\n return this._tDur;\n }\n\n this._dirty = 0;\n return _setDuration(this, this._repeat < 0 ? value : (value - this._repeat * this._rDelay) / (this._repeat + 1));\n };\n\n _proto.totalTime = function totalTime(_totalTime, suppressEvents) {\n _wake();\n\n if (!arguments.length) {\n return this._tTime;\n }\n\n var parent = this._dp;\n\n if (parent && parent.smoothChildTiming && this._ts) {\n _alignPlayhead(this, _totalTime);\n\n !parent._dp || parent.parent || _postAddChecks(parent, this); // edge case: if this is a child of a timeline that already completed, for example, we must re-activate the parent.\n //in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The start of that child would get pushed out, but one of the ancestors may have completed.\n\n while (parent && parent.parent) {\n if (parent.parent._time !== parent._start + (parent._ts >= 0 ? parent._tTime / parent._ts : (parent.totalDuration() - parent._tTime) / -parent._ts)) {\n parent.totalTime(parent._tTime, true);\n }\n\n parent = parent.parent;\n }\n\n if (!this.parent && this._dp.autoRemoveChildren && (this._ts > 0 && _totalTime < this._tDur || this._ts < 0 && _totalTime > 0 || !this._tDur && !_totalTime)) {\n //if the animation doesn't have a parent, put it back into its last parent (recorded as _dp for exactly cases like this). Limit to parents with autoRemoveChildren (like globalTimeline) so that if the user manually removes an animation from a timeline and then alters its playhead, it doesn't get added back in.\n _addToTimeline(this._dp, this, this._start - this._delay);\n }\n }\n\n if (this._tTime !== _totalTime || !this._dur && !suppressEvents || this._initted && Math.abs(this._zTime) === _tinyNum || !_totalTime && !this._initted && (this.add || this._ptLookup)) {\n // check for _ptLookup on a Tween instance to ensure it has actually finished being instantiated, otherwise if this.reverse() gets called in the Animation constructor, it could trigger a render() here even though the _targets weren't populated, thus when _init() is called there won't be any PropTweens (it'll act like the tween is non-functional)\n this._ts || (this._pTime = _totalTime); // otherwise, if an animation is paused, then the playhead is moved back to zero, then resumed, it'd revert back to the original time at the pause\n //if (!this._lock) { // avoid endless recursion (not sure we need this yet or if it's worth the performance hit)\n // this._lock = 1;\n\n _lazySafeRender(this, _totalTime, suppressEvents); // this._lock = 0;\n //}\n\n }\n\n return this;\n };\n\n _proto.time = function time(value, suppressEvents) {\n return arguments.length ? this.totalTime(Math.min(this.totalDuration(), value + _elapsedCycleDuration(this)) % (this._dur + this._rDelay) || (value ? this._dur : 0), suppressEvents) : this._time; // note: if the modulus results in 0, the playhead could be exactly at the end or the beginning, and we always defer to the END with a non-zero value, otherwise if you set the time() to the very end (duration()), it would render at the START!\n };\n\n _proto.totalProgress = function totalProgress(value, suppressEvents) {\n return arguments.length ? this.totalTime(this.totalDuration() * value, suppressEvents) : this.totalDuration() ? Math.min(1, this._tTime / this._tDur) : this.ratio;\n };\n\n _proto.progress = function progress(value, suppressEvents) {\n return arguments.length ? this.totalTime(this.duration() * (this._yoyo && !(this.iteration() & 1) ? 1 - value : value) + _elapsedCycleDuration(this), suppressEvents) : this.duration() ? Math.min(1, this._time / this._dur) : this.ratio;\n };\n\n _proto.iteration = function iteration(value, suppressEvents) {\n var cycleDuration = this.duration() + this._rDelay;\n\n return arguments.length ? this.totalTime(this._time + (value - 1) * cycleDuration, suppressEvents) : this._repeat ? _animationCycle(this._tTime, cycleDuration) + 1 : 1;\n } // potential future addition:\n // isPlayingBackwards() {\n // \tlet animation = this,\n // \t\torientation = 1; // 1 = forward, -1 = backward\n // \twhile (animation) {\n // \t\torientation *= animation.reversed() || (animation.repeat() && !(animation.iteration() & 1)) ? -1 : 1;\n // \t\tanimation = animation.parent;\n // \t}\n // \treturn orientation < 0;\n // }\n ;\n\n _proto.timeScale = function timeScale(value) {\n if (!arguments.length) {\n return this._rts === -_tinyNum ? 0 : this._rts; // recorded timeScale. Special case: if someone calls reverse() on an animation with timeScale of 0, we assign it -_tinyNum to remember it's reversed.\n }\n\n if (this._rts === value) {\n return this;\n }\n\n var tTime = this.parent && this._ts ? _parentToChildTotalTime(this.parent._time, this) : this._tTime; // make sure to do the parentToChildTotalTime() BEFORE setting the new _ts because the old one must be used in that calculation.\n // future addition? Up side: fast and minimal file size. Down side: only works on this animation; if a timeline is reversed, for example, its childrens' onReverse wouldn't get called.\n //(+value < 0 && this._rts >= 0) && _callback(this, \"onReverse\", true);\n // prioritize rendering where the parent's playhead lines up instead of this._tTime because there could be a tween that's animating another tween's timeScale in the same rendering loop (same parent), thus if the timeScale tween renders first, it would alter _start BEFORE _tTime was set on that tick (in the rendering loop), effectively freezing it until the timeScale tween finishes.\n\n this._rts = +value || 0;\n this._ts = this._ps || value === -_tinyNum ? 0 : this._rts; // _ts is the functional timeScale which would be 0 if the animation is paused.\n\n this.totalTime(_clamp(-this._delay, this._tDur, tTime), true);\n\n _setEnd(this); // if parent.smoothChildTiming was false, the end time didn't get updated in the _alignPlayhead() method, so do it here.\n\n\n return _recacheAncestors(this);\n };\n\n _proto.paused = function paused(value) {\n if (!arguments.length) {\n return this._ps;\n }\n\n if (this._ps !== value) {\n this._ps = value;\n\n if (value) {\n this._pTime = this._tTime || Math.max(-this._delay, this.rawTime()); // if the pause occurs during the delay phase, make sure that's factored in when resuming.\n\n this._ts = this._act = 0; // _ts is the functional timeScale, so a paused tween would effectively have a timeScale of 0. We record the \"real\" timeScale as _rts (recorded time scale)\n } else {\n _wake();\n\n this._ts = this._rts; //only defer to _pTime (pauseTime) if tTime is zero. Remember, someone could pause() an animation, then scrub the playhead and resume(). If the parent doesn't have smoothChildTiming, we render at the rawTime() because the startTime won't get updated.\n\n this.totalTime(this.parent && !this.parent.smoothChildTiming ? this.rawTime() : this._tTime || this._pTime, this.progress() === 1 && Math.abs(this._zTime) !== _tinyNum && (this._tTime -= _tinyNum)); // edge case: animation.progress(1).pause().play() wouldn't render again because the playhead is already at the end, but the call to totalTime() below will add it back to its parent...and not remove it again (since removing only happens upon rendering at a new time). Offsetting the _tTime slightly is done simply to cause the final render in totalTime() that'll pop it off its timeline (if autoRemoveChildren is true, of course). Check to make sure _zTime isn't -_tinyNum to avoid an edge case where the playhead is pushed to the end but INSIDE a tween/callback, the timeline itself is paused thus halting rendering and leaving a few unrendered. When resuming, it wouldn't render those otherwise.\n }\n }\n\n return this;\n };\n\n _proto.startTime = function startTime(value) {\n if (arguments.length) {\n this._start = value;\n var parent = this.parent || this._dp;\n parent && (parent._sort || !this.parent) && _addToTimeline(parent, this, value - this._delay);\n return this;\n }\n\n return this._start;\n };\n\n _proto.endTime = function endTime(includeRepeats) {\n return this._start + (_isNotFalse(includeRepeats) ? this.totalDuration() : this.duration()) / Math.abs(this._ts || 1);\n };\n\n _proto.rawTime = function rawTime(wrapRepeats) {\n var parent = this.parent || this._dp; // _dp = detached parent\n\n return !parent ? this._tTime : wrapRepeats && (!this._ts || this._repeat && this._time && this.totalProgress() < 1) ? this._tTime % (this._dur + this._rDelay) : !this._ts ? this._tTime : _parentToChildTotalTime(parent.rawTime(wrapRepeats), this);\n };\n\n _proto.revert = function revert(config) {\n if (config === void 0) {\n config = _revertConfig;\n }\n\n var prevIsReverting = _reverting;\n _reverting = config;\n\n if (this._initted || this._startAt) {\n this.timeline && this.timeline.revert(config);\n this.totalTime(-0.01, config.suppressEvents);\n }\n\n this.data !== \"nested\" && config.kill !== false && this.kill();\n _reverting = prevIsReverting;\n return this;\n };\n\n _proto.globalTime = function globalTime(rawTime) {\n var animation = this,\n time = arguments.length ? rawTime : animation.rawTime();\n\n while (animation) {\n time = animation._start + time / (animation._ts || 1);\n animation = animation._dp;\n }\n\n return !this.parent && this.vars.immediateRender ? -1 : time; // the _startAt tweens for .fromTo() and .from() that have immediateRender should always be FIRST in the timeline (important for Recording.revert())\n };\n\n _proto.repeat = function repeat(value) {\n if (arguments.length) {\n this._repeat = value === Infinity ? -2 : value;\n return _onUpdateTotalDuration(this);\n }\n\n return this._repeat === -2 ? Infinity : this._repeat;\n };\n\n _proto.repeatDelay = function repeatDelay(value) {\n if (arguments.length) {\n var time = this._time;\n this._rDelay = value;\n\n _onUpdateTotalDuration(this);\n\n return time ? this.time(time) : this;\n }\n\n return this._rDelay;\n };\n\n _proto.yoyo = function yoyo(value) {\n if (arguments.length) {\n this._yoyo = value;\n return this;\n }\n\n return this._yoyo;\n };\n\n _proto.seek = function seek(position, suppressEvents) {\n return this.totalTime(_parsePosition(this, position), _isNotFalse(suppressEvents));\n };\n\n _proto.restart = function restart(includeDelay, suppressEvents) {\n return this.play().totalTime(includeDelay ? -this._delay : 0, _isNotFalse(suppressEvents));\n };\n\n _proto.play = function play(from, suppressEvents) {\n from != null && this.seek(from, suppressEvents);\n return this.reversed(false).paused(false);\n };\n\n _proto.reverse = function reverse(from, suppressEvents) {\n from != null && this.seek(from || this.totalDuration(), suppressEvents);\n return this.reversed(true).paused(false);\n };\n\n _proto.pause = function pause(atTime, suppressEvents) {\n atTime != null && this.seek(atTime, suppressEvents);\n return this.paused(true);\n };\n\n _proto.resume = function resume() {\n return this.paused(false);\n };\n\n _proto.reversed = function reversed(value) {\n if (arguments.length) {\n !!value !== this.reversed() && this.timeScale(-this._rts || (value ? -_tinyNum : 0)); // in case timeScale is zero, reversing would have no effect so we use _tinyNum.\n\n return this;\n }\n\n return this._rts < 0;\n };\n\n _proto.invalidate = function invalidate() {\n this._initted = this._act = 0;\n this._zTime = -_tinyNum;\n return this;\n };\n\n _proto.isActive = function isActive() {\n var parent = this.parent || this._dp,\n start = this._start,\n rawTime;\n return !!(!parent || this._ts && this._initted && parent.isActive() && (rawTime = parent.rawTime(true)) >= start && rawTime < this.endTime(true) - _tinyNum);\n };\n\n _proto.eventCallback = function eventCallback(type, callback, params) {\n var vars = this.vars;\n\n if (arguments.length > 1) {\n if (!callback) {\n delete vars[type];\n } else {\n vars[type] = callback;\n params && (vars[type + \"Params\"] = params);\n type === \"onUpdate\" && (this._onUpdate = callback);\n }\n\n return this;\n }\n\n return vars[type];\n };\n\n _proto.then = function then(onFulfilled) {\n var self = this;\n return new Promise(function (resolve) {\n var f = _isFunction(onFulfilled) ? onFulfilled : _passThrough,\n _resolve = function _resolve() {\n var _then = self.then;\n self.then = null; // temporarily null the then() method to avoid an infinite loop (see https://github.com/greensock/GSAP/issues/322)\n\n _isFunction(f) && (f = f(self)) && (f.then || f === self) && (self.then = _then);\n resolve(f);\n self.then = _then;\n };\n\n if (self._initted && self.totalProgress() === 1 && self._ts >= 0 || !self._tTime && self._ts < 0) {\n _resolve();\n } else {\n self._prom = _resolve;\n }\n });\n };\n\n _proto.kill = function kill() {\n _interrupt(this);\n };\n\n return Animation;\n}();\n\n_setDefaults(Animation.prototype, {\n _time: 0,\n _start: 0,\n _end: 0,\n _tTime: 0,\n _tDur: 0,\n _dirty: 0,\n _repeat: 0,\n _yoyo: false,\n parent: null,\n _initted: false,\n _rDelay: 0,\n _ts: 1,\n _dp: 0,\n ratio: 0,\n _zTime: -_tinyNum,\n _prom: 0,\n _ps: false,\n _rts: 1\n});\n/*\n * -------------------------------------------------\n * TIMELINE\n * -------------------------------------------------\n */\n\n\nvar Timeline = /*#__PURE__*/function (_Animation) {\n _inheritsLoose(Timeline, _Animation);\n\n function Timeline(vars, position) {\n var _this;\n\n if (vars === void 0) {\n vars = {};\n }\n\n _this = _Animation.call(this, vars) || this;\n _this.labels = {};\n _this.smoothChildTiming = !!vars.smoothChildTiming;\n _this.autoRemoveChildren = !!vars.autoRemoveChildren;\n _this._sort = _isNotFalse(vars.sortChildren);\n _globalTimeline && _addToTimeline(vars.parent || _globalTimeline, _assertThisInitialized(_this), position);\n vars.reversed && _this.reverse();\n vars.paused && _this.paused(true);\n vars.scrollTrigger && _scrollTrigger(_assertThisInitialized(_this), vars.scrollTrigger);\n return _this;\n }\n\n var _proto2 = Timeline.prototype;\n\n _proto2.to = function to(targets, vars, position) {\n _createTweenType(0, arguments, this);\n\n return this;\n };\n\n _proto2.from = function from(targets, vars, position) {\n _createTweenType(1, arguments, this);\n\n return this;\n };\n\n _proto2.fromTo = function fromTo(targets, fromVars, toVars, position) {\n _createTweenType(2, arguments, this);\n\n return this;\n };\n\n _proto2.set = function set(targets, vars, position) {\n vars.duration = 0;\n vars.parent = this;\n _inheritDefaults(vars).repeatDelay || (vars.repeat = 0);\n vars.immediateRender = !!vars.immediateRender;\n new Tween(targets, vars, _parsePosition(this, position), 1);\n return this;\n };\n\n _proto2.call = function call(callback, params, position) {\n return _addToTimeline(this, Tween.delayedCall(0, callback, params), position);\n } //ONLY for backward compatibility! Maybe delete?\n ;\n\n _proto2.staggerTo = function staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {\n vars.duration = duration;\n vars.stagger = vars.stagger || stagger;\n vars.onComplete = onCompleteAll;\n vars.onCompleteParams = onCompleteAllParams;\n vars.parent = this;\n new Tween(targets, vars, _parsePosition(this, position));\n return this;\n };\n\n _proto2.staggerFrom = function staggerFrom(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {\n vars.runBackwards = 1;\n _inheritDefaults(vars).immediateRender = _isNotFalse(vars.immediateRender);\n return this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams);\n };\n\n _proto2.staggerFromTo = function staggerFromTo(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams) {\n toVars.startAt = fromVars;\n _inheritDefaults(toVars).immediateRender = _isNotFalse(toVars.immediateRender);\n return this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams);\n };\n\n _proto2.render = function render(totalTime, suppressEvents, force) {\n var prevTime = this._time,\n tDur = this._dirty ? this.totalDuration() : this._tDur,\n dur = this._dur,\n tTime = totalTime <= 0 ? 0 : _roundPrecise(totalTime),\n // if a paused timeline is resumed (or its _start is updated for another reason...which rounds it), that could result in the playhead shifting a **tiny** amount and a zero-duration child at that spot may get rendered at a different ratio, like its totalTime in render() may be 1e-17 instead of 0, for example.\n crossingStart = this._zTime < 0 !== totalTime < 0 && (this._initted || !dur),\n time,\n child,\n next,\n iteration,\n cycleDuration,\n prevPaused,\n pauseTween,\n timeScale,\n prevStart,\n prevIteration,\n yoyo,\n isYoyo;\n this !== _globalTimeline && tTime > tDur && totalTime >= 0 && (tTime = tDur);\n\n if (tTime !== this._tTime || force || crossingStart) {\n if (prevTime !== this._time && dur) {\n //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n tTime += this._time - prevTime;\n totalTime += this._time - prevTime;\n }\n\n time = tTime;\n prevStart = this._start;\n timeScale = this._ts;\n prevPaused = !timeScale;\n\n if (crossingStart) {\n dur || (prevTime = this._zTime); //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.\n\n (totalTime || !suppressEvents) && (this._zTime = totalTime);\n }\n\n if (this._repeat) {\n //adjust the time for repeats and yoyos\n yoyo = this._yoyo;\n cycleDuration = dur + this._rDelay;\n\n if (this._repeat < -1 && totalTime < 0) {\n return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);\n }\n\n time = _roundPrecise(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\n if (tTime === tDur) {\n // the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)\n iteration = this._repeat;\n time = dur;\n } else {\n iteration = ~~(tTime / cycleDuration);\n\n if (iteration && iteration === tTime / cycleDuration) {\n time = dur;\n iteration--;\n }\n\n time > dur && (time = dur);\n }\n\n prevIteration = _animationCycle(this._tTime, cycleDuration);\n !prevTime && this._tTime && prevIteration !== iteration && (prevIteration = iteration); // edge case - if someone does addPause() at the very beginning of a repeating timeline, that pause is technically at the same spot as the end which causes this._time to get set to 0 when the totalTime would normally place the playhead at the end. See https://greensock.com/forums/topic/23823-closing-nav-animation-not-working-on-ie-and-iphone-6-maybe-other-older-browser/?tab=comments#comment-113005\n\n if (yoyo && iteration & 1) {\n time = dur - time;\n isYoyo = 1;\n }\n /*\n make sure children at the end/beginning of the timeline are rendered properly. If, for example,\n a 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n would get translated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n could be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n we need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n ensure that zero-duration tweens at the very beginning or end of the Timeline work.\n */\n\n\n if (iteration !== prevIteration && !this._lock) {\n var rewinding = yoyo && prevIteration & 1,\n doesWrap = rewinding === (yoyo && iteration & 1);\n iteration < prevIteration && (rewinding = !rewinding);\n prevTime = rewinding ? 0 : dur;\n this._lock = 1;\n this.render(prevTime || (isYoyo ? 0 : _roundPrecise(iteration * cycleDuration)), suppressEvents, !dur)._lock = 0;\n this._tTime = tTime; // if a user gets the iteration() inside the onRepeat, for example, it should be accurate.\n\n !suppressEvents && this.parent && _callback(this, \"onRepeat\");\n this.vars.repeatRefresh && !isYoyo && (this.invalidate()._lock = 1);\n\n if (prevTime && prevTime !== this._time || prevPaused !== !this._ts || this.vars.onRepeat && !this.parent && !this._act) {\n // if prevTime is 0 and we render at the very end, _time will be the end, thus won't match. So in this edge case, prevTime won't match _time but that's okay. If it gets killed in the onRepeat, eject as well.\n return this;\n }\n\n dur = this._dur; // in case the duration changed in the onRepeat\n\n tDur = this._tDur;\n\n if (doesWrap) {\n this._lock = 2;\n prevTime = rewinding ? dur : -0.0001;\n this.render(prevTime, true);\n this.vars.repeatRefresh && !isYoyo && this.invalidate();\n }\n\n this._lock = 0;\n\n if (!this._ts && !prevPaused) {\n return this;\n } //in order for yoyoEase to work properly when there's a stagger, we must swap out the ease in each sub-tween.\n\n\n _propagateYoyoEase(this, isYoyo);\n }\n }\n\n if (this._hasPause && !this._forcing && this._lock < 2) {\n pauseTween = _findNextPauseTween(this, _roundPrecise(prevTime), _roundPrecise(time));\n\n if (pauseTween) {\n tTime -= time - (time = pauseTween._start);\n }\n }\n\n this._tTime = tTime;\n this._time = time;\n this._act = !timeScale; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.\n\n if (!this._initted) {\n this._onUpdate = this.vars.onUpdate;\n this._initted = 1;\n this._zTime = totalTime;\n prevTime = 0; // upon init, the playhead should always go forward; someone could invalidate() a completed timeline and then if they restart(), that would make child tweens render in reverse order which could lock in the wrong starting values if they build on each other, like tl.to(obj, {x: 100}).to(obj, {x: 0}).\n }\n\n if (!prevTime && time && !suppressEvents) {\n _callback(this, \"onStart\");\n\n if (this._tTime !== tTime) {\n // in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.\n return this;\n }\n }\n\n if (time >= prevTime && totalTime >= 0) {\n child = this._first;\n\n while (child) {\n next = child._next;\n\n if ((child._act || time >= child._start) && child._ts && pauseTween !== child) {\n if (child.parent !== this) {\n // an extreme edge case - the child's render could do something like kill() the \"next\" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.\n return this.render(totalTime, suppressEvents, force);\n }\n\n child.render(child._ts > 0 ? (time - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (time - child._start) * child._ts, suppressEvents, force);\n\n if (time !== this._time || !this._ts && !prevPaused) {\n //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n pauseTween = 0;\n next && (tTime += this._zTime = -_tinyNum); // it didn't finish rendering, so flag zTime as negative so that so that the next time render() is called it'll be forced (to render any remaining children)\n\n break;\n }\n }\n\n child = next;\n }\n } else {\n child = this._last;\n var adjustedTime = totalTime < 0 ? totalTime : time; //when the playhead goes backward beyond the start of this timeline, we must pass that information down to the child animations so that zero-duration tweens know whether to render their starting or ending values.\n\n while (child) {\n next = child._prev;\n\n if ((child._act || adjustedTime <= child._end) && child._ts && pauseTween !== child) {\n if (child.parent !== this) {\n // an extreme edge case - the child's render could do something like kill() the \"next\" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.\n return this.render(totalTime, suppressEvents, force);\n }\n\n child.render(child._ts > 0 ? (adjustedTime - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (adjustedTime - child._start) * child._ts, suppressEvents, force || _reverting && (child._initted || child._startAt)); // if reverting, we should always force renders of initted tweens (but remember that .fromTo() or .from() may have a _startAt but not _initted yet). If, for example, a .fromTo() tween with a stagger (which creates an internal timeline) gets reverted BEFORE some of its child tweens render for the first time, it may not properly trigger them to revert.\n\n if (time !== this._time || !this._ts && !prevPaused) {\n //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n pauseTween = 0;\n next && (tTime += this._zTime = adjustedTime ? -_tinyNum : _tinyNum); // it didn't finish rendering, so adjust zTime so that so that the next time render() is called it'll be forced (to render any remaining children)\n\n break;\n }\n }\n\n child = next;\n }\n }\n\n if (pauseTween && !suppressEvents) {\n this.pause();\n pauseTween.render(time >= prevTime ? 0 : -_tinyNum)._zTime = time >= prevTime ? 1 : -1;\n\n if (this._ts) {\n //the callback resumed playback! So since we may have held back the playhead due to where the pause is positioned, go ahead and jump to where it's SUPPOSED to be (if no pause happened).\n this._start = prevStart; //if the pause was at an earlier time and the user resumed in the callback, it could reposition the timeline (changing its startTime), throwing things off slightly, so we make sure the _start doesn't shift.\n\n _setEnd(this);\n\n return this.render(totalTime, suppressEvents, force);\n }\n }\n\n this._onUpdate && !suppressEvents && _callback(this, \"onUpdate\", true);\n if (tTime === tDur && this._tTime >= this.totalDuration() || !tTime && prevTime) if (prevStart === this._start || Math.abs(timeScale) !== Math.abs(this._ts)) if (!this._lock) {\n // remember, a child's callback may alter this timeline's playhead or timeScale which is why we need to add some of these checks.\n (totalTime || !dur) && (tTime === tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.\n\n if (!suppressEvents && !(totalTime < 0 && !prevTime) && (tTime || prevTime || !tDur)) {\n _callback(this, tTime === tDur && totalTime >= 0 ? \"onComplete\" : \"onReverseComplete\", true);\n\n this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();\n }\n }\n }\n\n return this;\n };\n\n _proto2.add = function add(child, position) {\n var _this2 = this;\n\n _isNumber(position) || (position = _parsePosition(this, position, child));\n\n if (!(child instanceof Animation)) {\n if (_isArray(child)) {\n child.forEach(function (obj) {\n return _this2.add(obj, position);\n });\n return this;\n }\n\n if (_isString(child)) {\n return this.addLabel(child, position);\n }\n\n if (_isFunction(child)) {\n child = Tween.delayedCall(0, child);\n } else {\n return this;\n }\n }\n\n return this !== child ? _addToTimeline(this, child, position) : this; //don't allow a timeline to be added to itself as a child!\n };\n\n _proto2.getChildren = function getChildren(nested, tweens, timelines, ignoreBeforeTime) {\n if (nested === void 0) {\n nested = true;\n }\n\n if (tweens === void 0) {\n tweens = true;\n }\n\n if (timelines === void 0) {\n timelines = true;\n }\n\n if (ignoreBeforeTime === void 0) {\n ignoreBeforeTime = -_bigNum;\n }\n\n var a = [],\n child = this._first;\n\n while (child) {\n if (child._start >= ignoreBeforeTime) {\n if (child instanceof Tween) {\n tweens && a.push(child);\n } else {\n timelines && a.push(child);\n nested && a.push.apply(a, child.getChildren(true, tweens, timelines));\n }\n }\n\n child = child._next;\n }\n\n return a;\n };\n\n _proto2.getById = function getById(id) {\n var animations = this.getChildren(1, 1, 1),\n i = animations.length;\n\n while (i--) {\n if (animations[i].vars.id === id) {\n return animations[i];\n }\n }\n };\n\n _proto2.remove = function remove(child) {\n if (_isString(child)) {\n return this.removeLabel(child);\n }\n\n if (_isFunction(child)) {\n return this.killTweensOf(child);\n }\n\n _removeLinkedListItem(this, child);\n\n if (child === this._recent) {\n this._recent = this._last;\n }\n\n return _uncache(this);\n };\n\n _proto2.totalTime = function totalTime(_totalTime2, suppressEvents) {\n if (!arguments.length) {\n return this._tTime;\n }\n\n this._forcing = 1;\n\n if (!this._dp && this._ts) {\n //special case for the global timeline (or any other that has no parent or detached parent).\n this._start = _roundPrecise(_ticker.time - (this._ts > 0 ? _totalTime2 / this._ts : (this.totalDuration() - _totalTime2) / -this._ts));\n }\n\n _Animation.prototype.totalTime.call(this, _totalTime2, suppressEvents);\n\n this._forcing = 0;\n return this;\n };\n\n _proto2.addLabel = function addLabel(label, position) {\n this.labels[label] = _parsePosition(this, position);\n return this;\n };\n\n _proto2.removeLabel = function removeLabel(label) {\n delete this.labels[label];\n return this;\n };\n\n _proto2.addPause = function addPause(position, callback, params) {\n var t = Tween.delayedCall(0, callback || _emptyFunc, params);\n t.data = \"isPause\";\n this._hasPause = 1;\n return _addToTimeline(this, t, _parsePosition(this, position));\n };\n\n _proto2.removePause = function removePause(position) {\n var child = this._first;\n position = _parsePosition(this, position);\n\n while (child) {\n if (child._start === position && child.data === \"isPause\") {\n _removeFromParent(child);\n }\n\n child = child._next;\n }\n };\n\n _proto2.killTweensOf = function killTweensOf(targets, props, onlyActive) {\n var tweens = this.getTweensOf(targets, onlyActive),\n i = tweens.length;\n\n while (i--) {\n _overwritingTween !== tweens[i] && tweens[i].kill(targets, props);\n }\n\n return this;\n };\n\n _proto2.getTweensOf = function getTweensOf(targets, onlyActive) {\n var a = [],\n parsedTargets = toArray(targets),\n child = this._first,\n isGlobalTime = _isNumber(onlyActive),\n // a number is interpreted as a global time. If the animation spans\n children;\n\n while (child) {\n if (child instanceof Tween) {\n if (_arrayContainsAny(child._targets, parsedTargets) && (isGlobalTime ? (!_overwritingTween || child._initted && child._ts) && child.globalTime(0) <= onlyActive && child.globalTime(child.totalDuration()) > onlyActive : !onlyActive || child.isActive())) {\n // note: if this is for overwriting, it should only be for tweens that aren't paused and are initted.\n a.push(child);\n }\n } else if ((children = child.getTweensOf(parsedTargets, onlyActive)).length) {\n a.push.apply(a, children);\n }\n\n child = child._next;\n }\n\n return a;\n } // potential future feature - targets() on timelines\n // targets() {\n // \tlet result = [];\n // \tthis.getChildren(true, true, false).forEach(t => result.push(...t.targets()));\n // \treturn result.filter((v, i) => result.indexOf(v) === i);\n // }\n ;\n\n _proto2.tweenTo = function tweenTo(position, vars) {\n vars = vars || {};\n\n var tl = this,\n endTime = _parsePosition(tl, position),\n _vars = vars,\n startAt = _vars.startAt,\n _onStart = _vars.onStart,\n onStartParams = _vars.onStartParams,\n immediateRender = _vars.immediateRender,\n initted,\n tween = Tween.to(tl, _setDefaults({\n ease: vars.ease || \"none\",\n lazy: false,\n immediateRender: false,\n time: endTime,\n overwrite: \"auto\",\n duration: vars.duration || Math.abs((endTime - (startAt && \"time\" in startAt ? startAt.time : tl._time)) / tl.timeScale()) || _tinyNum,\n onStart: function onStart() {\n tl.pause();\n\n if (!initted) {\n var duration = vars.duration || Math.abs((endTime - (startAt && \"time\" in startAt ? startAt.time : tl._time)) / tl.timeScale());\n tween._dur !== duration && _setDuration(tween, duration, 0, 1).render(tween._time, true, true);\n initted = 1;\n }\n\n _onStart && _onStart.apply(tween, onStartParams || []); //in case the user had an onStart in the vars - we don't want to overwrite it.\n }\n }, vars));\n\n return immediateRender ? tween.render(0) : tween;\n };\n\n _proto2.tweenFromTo = function tweenFromTo(fromPosition, toPosition, vars) {\n return this.tweenTo(toPosition, _setDefaults({\n startAt: {\n time: _parsePosition(this, fromPosition)\n }\n }, vars));\n };\n\n _proto2.recent = function recent() {\n return this._recent;\n };\n\n _proto2.nextLabel = function nextLabel(afterTime) {\n if (afterTime === void 0) {\n afterTime = this._time;\n }\n\n return _getLabelInDirection(this, _parsePosition(this, afterTime));\n };\n\n _proto2.previousLabel = function previousLabel(beforeTime) {\n if (beforeTime === void 0) {\n beforeTime = this._time;\n }\n\n return _getLabelInDirection(this, _parsePosition(this, beforeTime), 1);\n };\n\n _proto2.currentLabel = function currentLabel(value) {\n return arguments.length ? this.seek(value, true) : this.previousLabel(this._time + _tinyNum);\n };\n\n _proto2.shiftChildren = function shiftChildren(amount, adjustLabels, ignoreBeforeTime) {\n if (ignoreBeforeTime === void 0) {\n ignoreBeforeTime = 0;\n }\n\n var child = this._first,\n labels = this.labels,\n p;\n\n while (child) {\n if (child._start >= ignoreBeforeTime) {\n child._start += amount;\n child._end += amount;\n }\n\n child = child._next;\n }\n\n if (adjustLabels) {\n for (p in labels) {\n if (labels[p] >= ignoreBeforeTime) {\n labels[p] += amount;\n }\n }\n }\n\n return _uncache(this);\n };\n\n _proto2.invalidate = function invalidate(soft) {\n var child = this._first;\n this._lock = 0;\n\n while (child) {\n child.invalidate(soft);\n child = child._next;\n }\n\n return _Animation.prototype.invalidate.call(this, soft);\n };\n\n _proto2.clear = function clear(includeLabels) {\n if (includeLabels === void 0) {\n includeLabels = true;\n }\n\n var child = this._first,\n next;\n\n while (child) {\n next = child._next;\n this.remove(child);\n child = next;\n }\n\n this._dp && (this._time = this._tTime = this._pTime = 0);\n includeLabels && (this.labels = {});\n return _uncache(this);\n };\n\n _proto2.totalDuration = function totalDuration(value) {\n var max = 0,\n self = this,\n child = self._last,\n prevStart = _bigNum,\n prev,\n start,\n parent;\n\n if (arguments.length) {\n return self.timeScale((self._repeat < 0 ? self.duration() : self.totalDuration()) / (self.reversed() ? -value : value));\n }\n\n if (self._dirty) {\n parent = self.parent;\n\n while (child) {\n prev = child._prev; //record it here in case the tween changes position in the sequence...\n\n child._dirty && child.totalDuration(); //could change the tween._startTime, so make sure the animation's cache is clean before analyzing it.\n\n start = child._start;\n\n if (start > prevStart && self._sort && child._ts && !self._lock) {\n //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n self._lock = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add().\n\n _addToTimeline(self, child, start - child._delay, 1)._lock = 0;\n } else {\n prevStart = start;\n }\n\n if (start < 0 && child._ts) {\n //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n max -= start;\n\n if (!parent && !self._dp || parent && parent.smoothChildTiming) {\n self._start += start / self._ts;\n self._time -= start;\n self._tTime -= start;\n }\n\n self.shiftChildren(-start, false, -1e999);\n prevStart = 0;\n }\n\n child._end > max && child._ts && (max = child._end);\n child = prev;\n }\n\n _setDuration(self, self === _globalTimeline && self._time > max ? self._time : max, 1, 1);\n\n self._dirty = 0;\n }\n\n return self._tDur;\n };\n\n Timeline.updateRoot = function updateRoot(time) {\n if (_globalTimeline._ts) {\n _lazySafeRender(_globalTimeline, _parentToChildTotalTime(time, _globalTimeline));\n\n _lastRenderedFrame = _ticker.frame;\n }\n\n if (_ticker.frame >= _nextGCFrame) {\n _nextGCFrame += _config.autoSleep || 120;\n var child = _globalTimeline._first;\n if (!child || !child._ts) if (_config.autoSleep && _ticker._listeners.length < 2) {\n while (child && !child._ts) {\n child = child._next;\n }\n\n child || _ticker.sleep();\n }\n }\n };\n\n return Timeline;\n}(Animation);\n\n_setDefaults(Timeline.prototype, {\n _lock: 0,\n _hasPause: 0,\n _forcing: 0\n});\n\nvar _addComplexStringPropTween = function _addComplexStringPropTween(target, prop, start, end, setter, stringFilter, funcParam) {\n //note: we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n var pt = new PropTween(this._pt, target, prop, 0, 1, _renderComplexString, null, setter),\n index = 0,\n matchIndex = 0,\n result,\n startNums,\n color,\n endNum,\n chunk,\n startNum,\n hasRandom,\n a;\n pt.b = start;\n pt.e = end;\n start += \"\"; //ensure values are strings\n\n end += \"\";\n\n if (hasRandom = ~end.indexOf(\"random(\")) {\n end = _replaceRandom(end);\n }\n\n if (stringFilter) {\n a = [start, end];\n stringFilter(a, target, prop); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\n start = a[0];\n end = a[1];\n }\n\n startNums = start.match(_complexStringNumExp) || [];\n\n while (result = _complexStringNumExp.exec(end)) {\n endNum = result[0];\n chunk = end.substring(index, result.index);\n\n if (color) {\n color = (color + 1) % 5;\n } else if (chunk.substr(-5) === \"rgba(\") {\n color = 1;\n }\n\n if (endNum !== startNums[matchIndex++]) {\n startNum = parseFloat(startNums[matchIndex - 1]) || 0; //these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.\n\n pt._pt = {\n _next: pt._pt,\n p: chunk || matchIndex === 1 ? chunk : \",\",\n //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n s: startNum,\n c: endNum.charAt(1) === \"=\" ? _parseRelative(startNum, endNum) - startNum : parseFloat(endNum) - startNum,\n m: color && color < 4 ? Math.round : 0\n };\n index = _complexStringNumExp.lastIndex;\n }\n }\n\n pt.c = index < end.length ? end.substring(index, end.length) : \"\"; //we use the \"c\" of the PropTween to store the final part of the string (after the last number)\n\n pt.fp = funcParam;\n\n if (_relExp.test(end) || hasRandom) {\n pt.e = 0; //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n }\n\n this._pt = pt; //start the linked list with this new PropTween. Remember, we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus \"this\" would refer to the plugin.\n\n return pt;\n},\n _addPropTween = function _addPropTween(target, prop, start, end, index, targets, modifier, stringFilter, funcParam, optional) {\n _isFunction(end) && (end = end(index || 0, target, targets));\n var currentValue = target[prop],\n parsedStart = start !== \"get\" ? start : !_isFunction(currentValue) ? currentValue : funcParam ? target[prop.indexOf(\"set\") || !_isFunction(target[\"get\" + prop.substr(3)]) ? prop : \"get\" + prop.substr(3)](funcParam) : target[prop](),\n setter = !_isFunction(currentValue) ? _setterPlain : funcParam ? _setterFuncWithParam : _setterFunc,\n pt;\n\n if (_isString(end)) {\n if (~end.indexOf(\"random(\")) {\n end = _replaceRandom(end);\n }\n\n if (end.charAt(1) === \"=\") {\n pt = _parseRelative(parsedStart, end) + (getUnit(parsedStart) || 0);\n\n if (pt || pt === 0) {\n // to avoid isNaN, like if someone passes in a value like \"!= whatever\"\n end = pt;\n }\n }\n }\n\n if (!optional || parsedStart !== end || _forceAllPropTweens) {\n if (!isNaN(parsedStart * end) && end !== \"\") {\n // fun fact: any number multiplied by \"\" is evaluated as the number 0!\n pt = new PropTween(this._pt, target, prop, +parsedStart || 0, end - (parsedStart || 0), typeof currentValue === \"boolean\" ? _renderBoolean : _renderPlain, 0, setter);\n funcParam && (pt.fp = funcParam);\n modifier && pt.modifier(modifier, this, target);\n return this._pt = pt;\n }\n\n !currentValue && !(prop in target) && _missingPlugin(prop, end);\n return _addComplexStringPropTween.call(this, target, prop, parsedStart, end, setter, stringFilter || _config.stringFilter, funcParam);\n }\n},\n //creates a copy of the vars object and processes any function-based values (putting the resulting values directly into the copy) as well as strings with \"random()\" in them. It does NOT process relative values.\n_processVars = function _processVars(vars, index, target, targets, tween) {\n _isFunction(vars) && (vars = _parseFuncOrString(vars, tween, index, target, targets));\n\n if (!_isObject(vars) || vars.style && vars.nodeType || _isArray(vars) || _isTypedArray(vars)) {\n return _isString(vars) ? _parseFuncOrString(vars, tween, index, target, targets) : vars;\n }\n\n var copy = {},\n p;\n\n for (p in vars) {\n copy[p] = _parseFuncOrString(vars[p], tween, index, target, targets);\n }\n\n return copy;\n},\n _checkPlugin = function _checkPlugin(property, vars, tween, index, target, targets) {\n var plugin, pt, ptLookup, i;\n\n if (_plugins[property] && (plugin = new _plugins[property]()).init(target, plugin.rawVars ? vars[property] : _processVars(vars[property], index, target, targets, tween), tween, index, targets) !== false) {\n tween._pt = pt = new PropTween(tween._pt, target, property, 0, 1, plugin.render, plugin, 0, plugin.priority);\n\n if (tween !== _quickTween) {\n ptLookup = tween._ptLookup[tween._targets.indexOf(target)]; //note: we can't use tween._ptLookup[index] because for staggered tweens, the index from the fullTargets array won't match what it is in each individual tween that spawns from the stagger.\n\n i = plugin._props.length;\n\n while (i--) {\n ptLookup[plugin._props[i]] = pt;\n }\n }\n }\n\n return plugin;\n},\n _overwritingTween,\n //store a reference temporarily so we can avoid overwriting itself.\n_forceAllPropTweens,\n _initTween = function _initTween(tween, time, tTime) {\n var vars = tween.vars,\n ease = vars.ease,\n startAt = vars.startAt,\n immediateRender = vars.immediateRender,\n lazy = vars.lazy,\n onUpdate = vars.onUpdate,\n onUpdateParams = vars.onUpdateParams,\n callbackScope = vars.callbackScope,\n runBackwards = vars.runBackwards,\n yoyoEase = vars.yoyoEase,\n keyframes = vars.keyframes,\n autoRevert = vars.autoRevert,\n dur = tween._dur,\n prevStartAt = tween._startAt,\n targets = tween._targets,\n parent = tween.parent,\n fullTargets = parent && parent.data === \"nested\" ? parent.vars.targets : targets,\n autoOverwrite = tween._overwrite === \"auto\" && !_suppressOverwrites,\n tl = tween.timeline,\n cleanVars,\n i,\n p,\n pt,\n target,\n hasPriority,\n gsData,\n harness,\n plugin,\n ptLookup,\n index,\n harnessVars,\n overwritten;\n tl && (!keyframes || !ease) && (ease = \"none\");\n tween._ease = _parseEase(ease, _defaults.ease);\n tween._yEase = yoyoEase ? _invertEase(_parseEase(yoyoEase === true ? ease : yoyoEase, _defaults.ease)) : 0;\n\n if (yoyoEase && tween._yoyo && !tween._repeat) {\n //there must have been a parent timeline with yoyo:true that is currently in its yoyo phase, so flip the eases.\n yoyoEase = tween._yEase;\n tween._yEase = tween._ease;\n tween._ease = yoyoEase;\n }\n\n tween._from = !tl && !!vars.runBackwards; //nested timelines should never run backwards - the backwards-ness is in the child tweens.\n\n if (!tl || keyframes && !vars.stagger) {\n //if there's an internal timeline, skip all the parsing because we passed that task down the chain.\n harness = targets[0] ? _getCache(targets[0]).harness : 0;\n harnessVars = harness && vars[harness.prop]; //someone may need to specify CSS-specific values AND non-CSS values, like if the element has an \"x\" property plus it's a standard DOM element. We allow people to distinguish by wrapping plugin-specific stuff in a css:{} object for example.\n\n cleanVars = _copyExcluding(vars, _reservedProps);\n\n if (prevStartAt) {\n prevStartAt._zTime < 0 && prevStartAt.progress(1); // in case it's a lazy startAt that hasn't rendered yet.\n\n time < 0 && runBackwards && immediateRender && !autoRevert ? prevStartAt.render(-1, true) : prevStartAt.revert(runBackwards && dur ? _revertConfigNoKill : _startAtRevertConfig); // if it's a \"startAt\" (not \"from()\" or runBackwards: true), we only need to do a shallow revert (keep transforms cached in CSSPlugin)\n // don't just _removeFromParent(prevStartAt.render(-1, true)) because that'll leave inline styles. We're creating a new _startAt for \"startAt\" tweens that re-capture things to ensure that if the pre-tween values changed since the tween was created, they're recorded.\n\n prevStartAt._lazy = 0;\n }\n\n if (startAt) {\n _removeFromParent(tween._startAt = Tween.set(targets, _setDefaults({\n data: \"isStart\",\n overwrite: false,\n parent: parent,\n immediateRender: true,\n lazy: _isNotFalse(lazy),\n startAt: null,\n delay: 0,\n onUpdate: onUpdate,\n onUpdateParams: onUpdateParams,\n callbackScope: callbackScope,\n stagger: 0\n }, startAt))); //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, from, to).fromTo(e, to, from);\n\n\n tween._startAt._dp = 0; // don't allow it to get put back into root timeline! Like when revert() is called and totalTime() gets set.\n\n time < 0 && (_reverting || !immediateRender && !autoRevert) && tween._startAt.revert(_revertConfigNoKill); // rare edge case, like if a render is forced in the negative direction of a non-initted tween.\n\n if (immediateRender) {\n if (dur && time <= 0 && tTime <= 0) {\n // check tTime here because in the case of a yoyo tween whose playhead gets pushed to the end like tween.progress(1), we should allow it through so that the onComplete gets fired properly.\n time && (tween._zTime = time);\n return; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a Timeline, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n }\n }\n } else if (runBackwards && dur) {\n //from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n if (!prevStartAt) {\n time && (immediateRender = false); //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\n p = _setDefaults({\n overwrite: false,\n data: \"isFromStart\",\n //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n lazy: immediateRender && _isNotFalse(lazy),\n immediateRender: immediateRender,\n //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n stagger: 0,\n parent: parent //ensures that nested tweens that had a stagger are handled properly, like gsap.from(\".class\", {y:gsap.utils.wrap([-100,100])})\n\n }, cleanVars);\n harnessVars && (p[harness.prop] = harnessVars); // in case someone does something like .from(..., {css:{}})\n\n _removeFromParent(tween._startAt = Tween.set(targets, p));\n\n tween._startAt._dp = 0; // don't allow it to get put back into root timeline!\n\n time < 0 && (_reverting ? tween._startAt.revert(_revertConfigNoKill) : tween._startAt.render(-1, true));\n tween._zTime = time;\n\n if (!immediateRender) {\n _initTween(tween._startAt, _tinyNum, _tinyNum); //ensures that the initial values are recorded\n\n } else if (!time) {\n return;\n }\n }\n }\n\n tween._pt = tween._ptCache = 0;\n lazy = dur && _isNotFalse(lazy) || lazy && !dur;\n\n for (i = 0; i < targets.length; i++) {\n target = targets[i];\n gsData = target._gsap || _harness(targets)[i]._gsap;\n tween._ptLookup[i] = ptLookup = {};\n _lazyLookup[gsData.id] && _lazyTweens.length && _lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\n index = fullTargets === targets ? i : fullTargets.indexOf(target);\n\n if (harness && (plugin = new harness()).init(target, harnessVars || cleanVars, tween, index, fullTargets) !== false) {\n tween._pt = pt = new PropTween(tween._pt, target, plugin.name, 0, 1, plugin.render, plugin, 0, plugin.priority);\n\n plugin._props.forEach(function (name) {\n ptLookup[name] = pt;\n });\n\n plugin.priority && (hasPriority = 1);\n }\n\n if (!harness || harnessVars) {\n for (p in cleanVars) {\n if (_plugins[p] && (plugin = _checkPlugin(p, cleanVars, tween, index, target, fullTargets))) {\n plugin.priority && (hasPriority = 1);\n } else {\n ptLookup[p] = pt = _addPropTween.call(tween, target, p, \"get\", cleanVars[p], index, fullTargets, 0, vars.stringFilter);\n }\n }\n }\n\n tween._op && tween._op[i] && tween.kill(target, tween._op[i]);\n\n if (autoOverwrite && tween._pt) {\n _overwritingTween = tween;\n\n _globalTimeline.killTweensOf(target, ptLookup, tween.globalTime(time)); // make sure the overwriting doesn't overwrite THIS tween!!!\n\n\n overwritten = !tween.parent;\n _overwritingTween = 0;\n }\n\n tween._pt && lazy && (_lazyLookup[gsData.id] = 1);\n }\n\n hasPriority && _sortPropTweensByPriority(tween);\n tween._onInit && tween._onInit(tween); //plugins like RoundProps must wait until ALL of the PropTweens are instantiated. In the plugin's init() function, it sets the _onInit on the tween instance. May not be pretty/intuitive, but it's fast and keeps file size down.\n }\n\n tween._onUpdate = onUpdate;\n tween._initted = (!tween._op || tween._pt) && !overwritten; // if overwrittenProps resulted in the entire tween being killed, do NOT flag it as initted or else it may render for one tick.\n\n keyframes && time <= 0 && tl.render(_bigNum, true, true); // if there's a 0% keyframe, it'll render in the \"before\" state for any staggered/delayed animations thus when the following tween initializes, it'll use the \"before\" state instead of the \"after\" state as the initial values.\n},\n _updatePropTweens = function _updatePropTweens(tween, property, value, start, startIsRelative, ratio, time) {\n var ptCache = (tween._pt && tween._ptCache || (tween._ptCache = {}))[property],\n pt,\n rootPT,\n lookup,\n i;\n\n if (!ptCache) {\n ptCache = tween._ptCache[property] = [];\n lookup = tween._ptLookup;\n i = tween._targets.length;\n\n while (i--) {\n pt = lookup[i][property];\n\n if (pt && pt.d && pt.d._pt) {\n // it's a plugin, so find the nested PropTween\n pt = pt.d._pt;\n\n while (pt && pt.p !== property && pt.fp !== property) {\n // \"fp\" is functionParam for things like setting CSS variables which require .setProperty(\"--var-name\", value)\n pt = pt._next;\n }\n }\n\n if (!pt) {\n // there is no PropTween associated with that property, so we must FORCE one to be created and ditch out of this\n // if the tween has other properties that already rendered at new positions, we'd normally have to rewind to put them back like tween.render(0, true) before forcing an _initTween(), but that can create another edge case like tweening a timeline's progress would trigger onUpdates to fire which could move other things around. It's better to just inform users that .resetTo() should ONLY be used for tweens that already have that property. For example, you can't gsap.to(...{ y: 0 }) and then tween.restTo(\"x\", 200) for example.\n _forceAllPropTweens = 1; // otherwise, when we _addPropTween() and it finds no change between the start and end values, it skips creating a PropTween (for efficiency...why tween when there's no difference?) but in this case we NEED that PropTween created so we can edit it.\n\n tween.vars[property] = \"+=0\";\n\n _initTween(tween, time);\n\n _forceAllPropTweens = 0;\n return 1;\n }\n\n ptCache.push(pt);\n }\n }\n\n i = ptCache.length;\n\n while (i--) {\n rootPT = ptCache[i];\n pt = rootPT._pt || rootPT; // complex values may have nested PropTweens. We only accommodate the FIRST value.\n\n pt.s = (start || start === 0) && !startIsRelative ? start : pt.s + (start || 0) + ratio * pt.c;\n pt.c = value - pt.s;\n rootPT.e && (rootPT.e = _round(value) + getUnit(rootPT.e)); // mainly for CSSPlugin (end value)\n\n rootPT.b && (rootPT.b = pt.s + getUnit(rootPT.b)); // (beginning value)\n }\n},\n _addAliasesToVars = function _addAliasesToVars(targets, vars) {\n var harness = targets[0] ? _getCache(targets[0]).harness : 0,\n propertyAliases = harness && harness.aliases,\n copy,\n p,\n i,\n aliases;\n\n if (!propertyAliases) {\n return vars;\n }\n\n copy = _merge({}, vars);\n\n for (p in propertyAliases) {\n if (p in copy) {\n aliases = propertyAliases[p].split(\",\");\n i = aliases.length;\n\n while (i--) {\n copy[aliases[i]] = copy[p];\n }\n }\n }\n\n return copy;\n},\n // parses multiple formats, like {\"0%\": {x: 100}, {\"50%\": {x: -20}} and { x: {\"0%\": 100, \"50%\": -20} }, and an \"ease\" can be set on any object. We populate an \"allProps\" object with an Array for each property, like {x: [{}, {}], y:[{}, {}]} with data for each property tween. The objects have a \"t\" (time), \"v\", (value), and \"e\" (ease) property. This allows us to piece together a timeline later.\n_parseKeyframe = function _parseKeyframe(prop, obj, allProps, easeEach) {\n var ease = obj.ease || easeEach || \"power1.inOut\",\n p,\n a;\n\n if (_isArray(obj)) {\n a = allProps[prop] || (allProps[prop] = []); // t = time (out of 100), v = value, e = ease\n\n obj.forEach(function (value, i) {\n return a.push({\n t: i / (obj.length - 1) * 100,\n v: value,\n e: ease\n });\n });\n } else {\n for (p in obj) {\n a = allProps[p] || (allProps[p] = []);\n p === \"ease\" || a.push({\n t: parseFloat(prop),\n v: obj[p],\n e: ease\n });\n }\n }\n},\n _parseFuncOrString = function _parseFuncOrString(value, tween, i, target, targets) {\n return _isFunction(value) ? value.call(tween, i, target, targets) : _isString(value) && ~value.indexOf(\"random(\") ? _replaceRandom(value) : value;\n},\n _staggerTweenProps = _callbackNames + \"repeat,repeatDelay,yoyo,repeatRefresh,yoyoEase,autoRevert\",\n _staggerPropsToSkip = {};\n\n_forEachName(_staggerTweenProps + \",id,stagger,delay,duration,paused,scrollTrigger\", function (name) {\n return _staggerPropsToSkip[name] = 1;\n});\n/*\n * --------------------------------------------------------------------------------------\n * TWEEN\n * --------------------------------------------------------------------------------------\n */\n\n\nvar Tween = /*#__PURE__*/function (_Animation2) {\n _inheritsLoose(Tween, _Animation2);\n\n function Tween(targets, vars, position, skipInherit) {\n var _this3;\n\n if (typeof vars === \"number\") {\n position.duration = vars;\n vars = position;\n position = null;\n }\n\n _this3 = _Animation2.call(this, skipInherit ? vars : _inheritDefaults(vars)) || this;\n var _this3$vars = _this3.vars,\n duration = _this3$vars.duration,\n delay = _this3$vars.delay,\n immediateRender = _this3$vars.immediateRender,\n stagger = _this3$vars.stagger,\n overwrite = _this3$vars.overwrite,\n keyframes = _this3$vars.keyframes,\n defaults = _this3$vars.defaults,\n scrollTrigger = _this3$vars.scrollTrigger,\n yoyoEase = _this3$vars.yoyoEase,\n parent = vars.parent || _globalTimeline,\n parsedTargets = (_isArray(targets) || _isTypedArray(targets) ? _isNumber(targets[0]) : \"length\" in vars) ? [targets] : toArray(targets),\n tl,\n i,\n copy,\n l,\n p,\n curTarget,\n staggerFunc,\n staggerVarsToMerge;\n _this3._targets = parsedTargets.length ? _harness(parsedTargets) : _warn(\"GSAP target \" + targets + \" not found. https://greensock.com\", !_config.nullTargetWarn) || [];\n _this3._ptLookup = []; //PropTween lookup. An array containing an object for each target, having keys for each tweening property\n\n _this3._overwrite = overwrite;\n\n if (keyframes || stagger || _isFuncOrString(duration) || _isFuncOrString(delay)) {\n vars = _this3.vars;\n tl = _this3.timeline = new Timeline({\n data: \"nested\",\n defaults: defaults || {},\n targets: parent && parent.data === \"nested\" ? parent.vars.targets : parsedTargets\n }); // we need to store the targets because for staggers and keyframes, we end up creating an individual tween for each but function-based values need to know the index and the whole Array of targets.\n\n tl.kill();\n tl.parent = tl._dp = _assertThisInitialized(_this3);\n tl._start = 0;\n\n if (stagger || _isFuncOrString(duration) || _isFuncOrString(delay)) {\n l = parsedTargets.length;\n staggerFunc = stagger && distribute(stagger);\n\n if (_isObject(stagger)) {\n //users can pass in callbacks like onStart/onComplete in the stagger object. These should fire with each individual tween.\n for (p in stagger) {\n if (~_staggerTweenProps.indexOf(p)) {\n staggerVarsToMerge || (staggerVarsToMerge = {});\n staggerVarsToMerge[p] = stagger[p];\n }\n }\n }\n\n for (i = 0; i < l; i++) {\n copy = _copyExcluding(vars, _staggerPropsToSkip);\n copy.stagger = 0;\n yoyoEase && (copy.yoyoEase = yoyoEase);\n staggerVarsToMerge && _merge(copy, staggerVarsToMerge);\n curTarget = parsedTargets[i]; //don't just copy duration or delay because if they're a string or function, we'd end up in an infinite loop because _isFuncOrString() would evaluate as true in the child tweens, entering this loop, etc. So we parse the value straight from vars and default to 0.\n\n copy.duration = +_parseFuncOrString(duration, _assertThisInitialized(_this3), i, curTarget, parsedTargets);\n copy.delay = (+_parseFuncOrString(delay, _assertThisInitialized(_this3), i, curTarget, parsedTargets) || 0) - _this3._delay;\n\n if (!stagger && l === 1 && copy.delay) {\n // if someone does delay:\"random(1, 5)\", repeat:-1, for example, the delay shouldn't be inside the repeat.\n _this3._delay = delay = copy.delay;\n _this3._start += delay;\n copy.delay = 0;\n }\n\n tl.to(curTarget, copy, staggerFunc ? staggerFunc(i, curTarget, parsedTargets) : 0);\n tl._ease = _easeMap.none;\n }\n\n tl.duration() ? duration = delay = 0 : _this3.timeline = 0; // if the timeline's duration is 0, we don't need a timeline internally!\n } else if (keyframes) {\n _inheritDefaults(_setDefaults(tl.vars.defaults, {\n ease: \"none\"\n }));\n\n tl._ease = _parseEase(keyframes.ease || vars.ease || \"none\");\n var time = 0,\n a,\n kf,\n v;\n\n if (_isArray(keyframes)) {\n keyframes.forEach(function (frame) {\n return tl.to(parsedTargets, frame, \">\");\n });\n tl.duration(); // to ensure tl._dur is cached because we tap into it for performance purposes in the render() method.\n } else {\n copy = {};\n\n for (p in keyframes) {\n p === \"ease\" || p === \"easeEach\" || _parseKeyframe(p, keyframes[p], copy, keyframes.easeEach);\n }\n\n for (p in copy) {\n a = copy[p].sort(function (a, b) {\n return a.t - b.t;\n });\n time = 0;\n\n for (i = 0; i < a.length; i++) {\n kf = a[i];\n v = {\n ease: kf.e,\n duration: (kf.t - (i ? a[i - 1].t : 0)) / 100 * duration\n };\n v[p] = kf.v;\n tl.to(parsedTargets, v, time);\n time += v.duration;\n }\n }\n\n tl.duration() < duration && tl.to({}, {\n duration: duration - tl.duration()\n }); // in case keyframes didn't go to 100%\n }\n }\n\n duration || _this3.duration(duration = tl.duration());\n } else {\n _this3.timeline = 0; //speed optimization, faster lookups (no going up the prototype chain)\n }\n\n if (overwrite === true && !_suppressOverwrites) {\n _overwritingTween = _assertThisInitialized(_this3);\n\n _globalTimeline.killTweensOf(parsedTargets);\n\n _overwritingTween = 0;\n }\n\n _addToTimeline(parent, _assertThisInitialized(_this3), position);\n\n vars.reversed && _this3.reverse();\n vars.paused && _this3.paused(true);\n\n if (immediateRender || !duration && !keyframes && _this3._start === _roundPrecise(parent._time) && _isNotFalse(immediateRender) && _hasNoPausedAncestors(_assertThisInitialized(_this3)) && parent.data !== \"nested\") {\n _this3._tTime = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\n _this3.render(Math.max(0, -delay) || 0); //in case delay is negative\n\n }\n\n scrollTrigger && _scrollTrigger(_assertThisInitialized(_this3), scrollTrigger);\n return _this3;\n }\n\n var _proto3 = Tween.prototype;\n\n _proto3.render = function render(totalTime, suppressEvents, force) {\n var prevTime = this._time,\n tDur = this._tDur,\n dur = this._dur,\n isNegative = totalTime < 0,\n tTime = totalTime > tDur - _tinyNum && !isNegative ? tDur : totalTime < _tinyNum ? 0 : totalTime,\n time,\n pt,\n iteration,\n cycleDuration,\n prevIteration,\n isYoyo,\n ratio,\n timeline,\n yoyoEase;\n\n if (!dur) {\n _renderZeroDurationTween(this, totalTime, suppressEvents, force);\n } else if (tTime !== this._tTime || !totalTime || force || !this._initted && this._tTime || this._startAt && this._zTime < 0 !== isNegative) {\n //this senses if we're crossing over the start time, in which case we must record _zTime and force the render, but we do it in this lengthy conditional way for performance reasons (usually we can skip the calculations): this._initted && (this._zTime < 0) !== (totalTime < 0)\n time = tTime;\n timeline = this.timeline;\n\n if (this._repeat) {\n //adjust the time for repeats and yoyos\n cycleDuration = dur + this._rDelay;\n\n if (this._repeat < -1 && isNegative) {\n return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);\n }\n\n time = _roundPrecise(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\n if (tTime === tDur) {\n // the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)\n iteration = this._repeat;\n time = dur;\n } else {\n iteration = ~~(tTime / cycleDuration);\n\n if (iteration && iteration === tTime / cycleDuration) {\n time = dur;\n iteration--;\n }\n\n time > dur && (time = dur);\n }\n\n isYoyo = this._yoyo && iteration & 1;\n\n if (isYoyo) {\n yoyoEase = this._yEase;\n time = dur - time;\n }\n\n prevIteration = _animationCycle(this._tTime, cycleDuration);\n\n if (time === prevTime && !force && this._initted) {\n //could be during the repeatDelay part. No need to render and fire callbacks.\n this._tTime = tTime;\n return this;\n }\n\n if (iteration !== prevIteration) {\n timeline && this._yEase && _propagateYoyoEase(timeline, isYoyo); //repeatRefresh functionality\n\n if (this.vars.repeatRefresh && !isYoyo && !this._lock) {\n this._lock = force = 1; //force, otherwise if lazy is true, the _attemptInitTween() will return and we'll jump out and get caught bouncing on each tick.\n\n this.render(_roundPrecise(cycleDuration * iteration), true).invalidate()._lock = 0;\n }\n }\n }\n\n if (!this._initted) {\n if (_attemptInitTween(this, isNegative ? totalTime : time, force, suppressEvents, tTime)) {\n this._tTime = 0; // in constructor if immediateRender is true, we set _tTime to -_tinyNum to have the playhead cross the starting point but we can't leave _tTime as a negative number.\n\n return this;\n }\n\n if (prevTime !== this._time) {\n // rare edge case - during initialization, an onUpdate in the _startAt (.fromTo()) might force this tween to render at a different spot in which case we should ditch this render() call so that it doesn't revert the values.\n return this;\n }\n\n if (dur !== this._dur) {\n // while initting, a plugin like InertiaPlugin might alter the duration, so rerun from the start to ensure everything renders as it should.\n return this.render(totalTime, suppressEvents, force);\n }\n }\n\n this._tTime = tTime;\n this._time = time;\n\n if (!this._act && this._ts) {\n this._act = 1; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.\n\n this._lazy = 0;\n }\n\n this.ratio = ratio = (yoyoEase || this._ease)(time / dur);\n\n if (this._from) {\n this.ratio = ratio = 1 - ratio;\n }\n\n if (time && !prevTime && !suppressEvents) {\n _callback(this, \"onStart\");\n\n if (this._tTime !== tTime) {\n // in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.\n return this;\n }\n }\n\n pt = this._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n\n timeline && timeline.render(totalTime < 0 ? totalTime : !time && isYoyo ? -_tinyNum : timeline._dur * timeline._ease(time / this._dur), suppressEvents, force) || this._startAt && (this._zTime = totalTime);\n\n if (this._onUpdate && !suppressEvents) {\n isNegative && _rewindStartAt(this, totalTime, suppressEvents, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\n _callback(this, \"onUpdate\");\n }\n\n this._repeat && iteration !== prevIteration && this.vars.onRepeat && !suppressEvents && this.parent && _callback(this, \"onRepeat\");\n\n if ((tTime === this._tDur || !tTime) && this._tTime === tTime) {\n isNegative && !this._onUpdate && _rewindStartAt(this, totalTime, true, true);\n (totalTime || !dur) && (tTime === this._tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if we're rendering at exactly a time of 0, as there could be autoRevert values that should get set on the next tick (if the playhead goes backward beyond the startTime, negative totalTime). Don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.\n\n if (!suppressEvents && !(isNegative && !prevTime) && (tTime || prevTime || isYoyo)) {\n // if prevTime and tTime are zero, we shouldn't fire the onReverseComplete. This could happen if you gsap.to(... {paused:true}).play();\n _callback(this, tTime === tDur ? \"onComplete\" : \"onReverseComplete\", true);\n\n this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();\n }\n }\n }\n\n return this;\n };\n\n _proto3.targets = function targets() {\n return this._targets;\n };\n\n _proto3.invalidate = function invalidate(soft) {\n // \"soft\" gives us a way to clear out everything EXCEPT the recorded pre-\"from\" portion of from() tweens. Otherwise, for example, if you tween.progress(1).render(0, true true).invalidate(), the \"from\" values would persist and then on the next render, the from() tweens would initialize and the current value would match the \"from\" values, thus animate from the same value to the same value (no animation). We tap into this in ScrollTrigger's refresh() where we must push a tween to completion and then back again but honor its init state in case the tween is dependent on another tween further up on the page.\n (!soft || !this.vars.runBackwards) && (this._startAt = 0);\n this._pt = this._op = this._onUpdate = this._lazy = this.ratio = 0;\n this._ptLookup = [];\n this.timeline && this.timeline.invalidate(soft);\n return _Animation2.prototype.invalidate.call(this, soft);\n };\n\n _proto3.resetTo = function resetTo(property, value, start, startIsRelative) {\n _tickerActive || _ticker.wake();\n this._ts || this.play();\n var time = Math.min(this._dur, (this._dp._time - this._start) * this._ts),\n ratio;\n this._initted || _initTween(this, time);\n ratio = this._ease(time / this._dur); // don't just get tween.ratio because it may not have rendered yet.\n // possible future addition to allow an object with multiple values to update, like tween.resetTo({x: 100, y: 200}); At this point, it doesn't seem worth the added kb given the fact that most users will likely opt for the convenient gsap.quickTo() way of interacting with this method.\n // if (_isObject(property)) { // performance optimization\n // \tfor (p in property) {\n // \t\tif (_updatePropTweens(this, p, property[p], value ? value[p] : null, start, ratio, time)) {\n // \t\t\treturn this.resetTo(property, value, start, startIsRelative); // if a PropTween wasn't found for the property, it'll get forced with a re-initialization so we need to jump out and start over again.\n // \t\t}\n // \t}\n // } else {\n\n if (_updatePropTweens(this, property, value, start, startIsRelative, ratio, time)) {\n return this.resetTo(property, value, start, startIsRelative); // if a PropTween wasn't found for the property, it'll get forced with a re-initialization so we need to jump out and start over again.\n } //}\n\n\n _alignPlayhead(this, 0);\n\n this.parent || _addLinkedListItem(this._dp, this, \"_first\", \"_last\", this._dp._sort ? \"_start\" : 0);\n return this.render(0);\n };\n\n _proto3.kill = function kill(targets, vars) {\n if (vars === void 0) {\n vars = \"all\";\n }\n\n if (!targets && (!vars || vars === \"all\")) {\n this._lazy = this._pt = 0;\n return this.parent ? _interrupt(this) : this;\n }\n\n if (this.timeline) {\n var tDur = this.timeline.totalDuration();\n this.timeline.killTweensOf(targets, vars, _overwritingTween && _overwritingTween.vars.overwrite !== true)._first || _interrupt(this); // if nothing is left tweening, interrupt.\n\n this.parent && tDur !== this.timeline.totalDuration() && _setDuration(this, this._dur * this.timeline._tDur / tDur, 0, 1); // if a nested tween is killed that changes the duration, it should affect this tween's duration. We must use the ratio, though, because sometimes the internal timeline is stretched like for keyframes where they don't all add up to whatever the parent tween's duration was set to.\n\n return this;\n }\n\n var parsedTargets = this._targets,\n killingTargets = targets ? toArray(targets) : parsedTargets,\n propTweenLookup = this._ptLookup,\n firstPT = this._pt,\n overwrittenProps,\n curLookup,\n curOverwriteProps,\n props,\n p,\n pt,\n i;\n\n if ((!vars || vars === \"all\") && _arraysMatch(parsedTargets, killingTargets)) {\n vars === \"all\" && (this._pt = 0);\n return _interrupt(this);\n }\n\n overwrittenProps = this._op = this._op || [];\n\n if (vars !== \"all\") {\n //so people can pass in a comma-delimited list of property names\n if (_isString(vars)) {\n p = {};\n\n _forEachName(vars, function (name) {\n return p[name] = 1;\n });\n\n vars = p;\n }\n\n vars = _addAliasesToVars(parsedTargets, vars);\n }\n\n i = parsedTargets.length;\n\n while (i--) {\n if (~killingTargets.indexOf(parsedTargets[i])) {\n curLookup = propTweenLookup[i];\n\n if (vars === \"all\") {\n overwrittenProps[i] = vars;\n props = curLookup;\n curOverwriteProps = {};\n } else {\n curOverwriteProps = overwrittenProps[i] = overwrittenProps[i] || {};\n props = vars;\n }\n\n for (p in props) {\n pt = curLookup && curLookup[p];\n\n if (pt) {\n if (!(\"kill\" in pt.d) || pt.d.kill(p) === true) {\n _removeLinkedListItem(this, pt, \"_pt\");\n }\n\n delete curLookup[p];\n }\n\n if (curOverwriteProps !== \"all\") {\n curOverwriteProps[p] = 1;\n }\n }\n }\n }\n\n this._initted && !this._pt && firstPT && _interrupt(this); //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\n return this;\n };\n\n Tween.to = function to(targets, vars) {\n return new Tween(targets, vars, arguments[2]);\n };\n\n Tween.from = function from(targets, vars) {\n return _createTweenType(1, arguments);\n };\n\n Tween.delayedCall = function delayedCall(delay, callback, params, scope) {\n return new Tween(callback, 0, {\n immediateRender: false,\n lazy: false,\n overwrite: false,\n delay: delay,\n onComplete: callback,\n onReverseComplete: callback,\n onCompleteParams: params,\n onReverseCompleteParams: params,\n callbackScope: scope\n }); // we must use onReverseComplete too for things like timeline.add(() => {...}) which should be triggered in BOTH directions (forward and reverse)\n };\n\n Tween.fromTo = function fromTo(targets, fromVars, toVars) {\n return _createTweenType(2, arguments);\n };\n\n Tween.set = function set(targets, vars) {\n vars.duration = 0;\n vars.repeatDelay || (vars.repeat = 0);\n return new Tween(targets, vars);\n };\n\n Tween.killTweensOf = function killTweensOf(targets, props, onlyActive) {\n return _globalTimeline.killTweensOf(targets, props, onlyActive);\n };\n\n return Tween;\n}(Animation);\n\n_setDefaults(Tween.prototype, {\n _targets: [],\n _lazy: 0,\n _startAt: 0,\n _op: 0,\n _onInit: 0\n}); //add the pertinent timeline methods to Tween instances so that users can chain conveniently and create a timeline automatically. (removed due to concerns that it'd ultimately add to more confusion especially for beginners)\n// _forEachName(\"to,from,fromTo,set,call,add,addLabel,addPause\", name => {\n// \tTween.prototype[name] = function() {\n// \t\tlet tl = new Timeline();\n// \t\treturn _addToTimeline(tl, this)[name].apply(tl, toArray(arguments));\n// \t}\n// });\n//for backward compatibility. Leverage the timeline calls.\n\n\n_forEachName(\"staggerTo,staggerFrom,staggerFromTo\", function (name) {\n Tween[name] = function () {\n var tl = new Timeline(),\n params = _slice.call(arguments, 0);\n\n params.splice(name === \"staggerFromTo\" ? 5 : 4, 0, 0);\n return tl[name].apply(tl, params);\n };\n});\n/*\n * --------------------------------------------------------------------------------------\n * PROPTWEEN\n * --------------------------------------------------------------------------------------\n */\n\n\nvar _setterPlain = function _setterPlain(target, property, value) {\n return target[property] = value;\n},\n _setterFunc = function _setterFunc(target, property, value) {\n return target[property](value);\n},\n _setterFuncWithParam = function _setterFuncWithParam(target, property, value, data) {\n return target[property](data.fp, value);\n},\n _setterAttribute = function _setterAttribute(target, property, value) {\n return target.setAttribute(property, value);\n},\n _getSetter = function _getSetter(target, property) {\n return _isFunction(target[property]) ? _setterFunc : _isUndefined(target[property]) && target.setAttribute ? _setterAttribute : _setterPlain;\n},\n _renderPlain = function _renderPlain(ratio, data) {\n return data.set(data.t, data.p, Math.round((data.s + data.c * ratio) * 1000000) / 1000000, data);\n},\n _renderBoolean = function _renderBoolean(ratio, data) {\n return data.set(data.t, data.p, !!(data.s + data.c * ratio), data);\n},\n _renderComplexString = function _renderComplexString(ratio, data) {\n var pt = data._pt,\n s = \"\";\n\n if (!ratio && data.b) {\n //b = beginning string\n s = data.b;\n } else if (ratio === 1 && data.e) {\n //e = ending string\n s = data.e;\n } else {\n while (pt) {\n s = pt.p + (pt.m ? pt.m(pt.s + pt.c * ratio) : Math.round((pt.s + pt.c * ratio) * 10000) / 10000) + s; //we use the \"p\" property for the text inbetween (like a suffix). And in the context of a complex string, the modifier (m) is typically just Math.round(), like for RGB colors.\n\n pt = pt._next;\n }\n\n s += data.c; //we use the \"c\" of the PropTween to store the final chunk of non-numeric text.\n }\n\n data.set(data.t, data.p, s, data);\n},\n _renderPropTweens = function _renderPropTweens(ratio, data) {\n var pt = data._pt;\n\n while (pt) {\n pt.r(ratio, pt.d);\n pt = pt._next;\n }\n},\n _addPluginModifier = function _addPluginModifier(modifier, tween, target, property) {\n var pt = this._pt,\n next;\n\n while (pt) {\n next = pt._next;\n pt.p === property && pt.modifier(modifier, tween, target);\n pt = next;\n }\n},\n _killPropTweensOf = function _killPropTweensOf(property) {\n var pt = this._pt,\n hasNonDependentRemaining,\n next;\n\n while (pt) {\n next = pt._next;\n\n if (pt.p === property && !pt.op || pt.op === property) {\n _removeLinkedListItem(this, pt, \"_pt\");\n } else if (!pt.dep) {\n hasNonDependentRemaining = 1;\n }\n\n pt = next;\n }\n\n return !hasNonDependentRemaining;\n},\n _setterWithModifier = function _setterWithModifier(target, property, value, data) {\n data.mSet(target, property, data.m.call(data.tween, value, data.mt), data);\n},\n _sortPropTweensByPriority = function _sortPropTweensByPriority(parent) {\n var pt = parent._pt,\n next,\n pt2,\n first,\n last; //sorts the PropTween linked list in order of priority because some plugins need to do their work after ALL of the PropTweens were created (like RoundPropsPlugin and ModifiersPlugin)\n\n while (pt) {\n next = pt._next;\n pt2 = first;\n\n while (pt2 && pt2.pr > pt.pr) {\n pt2 = pt2._next;\n }\n\n if (pt._prev = pt2 ? pt2._prev : last) {\n pt._prev._next = pt;\n } else {\n first = pt;\n }\n\n if (pt._next = pt2) {\n pt2._prev = pt;\n } else {\n last = pt;\n }\n\n pt = next;\n }\n\n parent._pt = first;\n}; //PropTween key: t = target, p = prop, r = renderer, d = data, s = start, c = change, op = overwriteProperty (ONLY populated when it's different than p), pr = priority, _next/_prev for the linked list siblings, set = setter, m = modifier, mSet = modifierSetter (the original setter, before a modifier was added)\n\n\nvar PropTween = /*#__PURE__*/function () {\n function PropTween(next, target, prop, start, change, renderer, data, setter, priority) {\n this.t = target;\n this.s = start;\n this.c = change;\n this.p = prop;\n this.r = renderer || _renderPlain;\n this.d = data || this;\n this.set = setter || _setterPlain;\n this.pr = priority || 0;\n this._next = next;\n\n if (next) {\n next._prev = this;\n }\n }\n\n var _proto4 = PropTween.prototype;\n\n _proto4.modifier = function modifier(func, tween, target) {\n this.mSet = this.mSet || this.set; //in case it was already set (a PropTween can only have one modifier)\n\n this.set = _setterWithModifier;\n this.m = func;\n this.mt = target; //modifier target\n\n this.tween = tween;\n };\n\n return PropTween;\n}(); //Initialization tasks\n\n_forEachName(_callbackNames + \"parent,duration,ease,delay,overwrite,runBackwards,startAt,yoyo,immediateRender,repeat,repeatDelay,data,paused,reversed,lazy,callbackScope,stringFilter,id,yoyoEase,stagger,inherit,repeatRefresh,keyframes,autoRevert,scrollTrigger\", function (name) {\n return _reservedProps[name] = 1;\n});\n\n_globals.TweenMax = _globals.TweenLite = Tween;\n_globals.TimelineLite = _globals.TimelineMax = Timeline;\n_globalTimeline = new Timeline({\n sortChildren: false,\n defaults: _defaults,\n autoRemoveChildren: true,\n id: \"root\",\n smoothChildTiming: true\n});\n_config.stringFilter = _colorStringFilter;\n\nvar _media = [],\n _listeners = {},\n _emptyArray = [],\n _lastMediaTime = 0,\n _dispatch = function _dispatch(type) {\n return (_listeners[type] || _emptyArray).map(function (f) {\n return f();\n });\n},\n _onMediaChange = function _onMediaChange() {\n var time = Date.now(),\n matches = [];\n\n if (time - _lastMediaTime > 2) {\n _dispatch(\"matchMediaInit\");\n\n _media.forEach(function (c) {\n var queries = c.queries,\n conditions = c.conditions,\n match,\n p,\n anyMatch,\n toggled;\n\n for (p in queries) {\n match = _win.matchMedia(queries[p]).matches; // Firefox doesn't update the \"matches\" property of the MediaQueryList object correctly - it only does so as it calls its change handler - so we must re-create a media query here to ensure it's accurate.\n\n match && (anyMatch = 1);\n\n if (match !== conditions[p]) {\n conditions[p] = match;\n toggled = 1;\n }\n }\n\n if (toggled) {\n c.revert();\n anyMatch && matches.push(c);\n }\n });\n\n _dispatch(\"matchMediaRevert\");\n\n matches.forEach(function (c) {\n return c.onMatch(c);\n });\n _lastMediaTime = time;\n\n _dispatch(\"matchMedia\");\n }\n};\n\nvar Context = /*#__PURE__*/function () {\n function Context(func, scope) {\n this.selector = scope && selector(scope);\n this.data = [];\n this._r = []; // returned/cleanup functions\n\n this.isReverted = false;\n func && this.add(func);\n }\n\n var _proto5 = Context.prototype;\n\n _proto5.add = function add(name, func, scope) {\n if (_isFunction(name)) {\n scope = func;\n func = name;\n name = _isFunction;\n }\n\n var self = this,\n f = function f() {\n var prev = _context,\n prevSelector = self.selector,\n result;\n prev && prev !== self && prev.data.push(self);\n scope && (self.selector = selector(scope));\n _context = self;\n result = func.apply(self, arguments);\n _isFunction(result) && self._r.push(result);\n _context = prev;\n self.selector = prevSelector;\n self.isReverted = false;\n return result;\n };\n\n self.last = f;\n return name === _isFunction ? f(self) : name ? self[name] = f : f;\n };\n\n _proto5.ignore = function ignore(func) {\n var prev = _context;\n _context = null;\n func(this);\n _context = prev;\n };\n\n _proto5.getTweens = function getTweens() {\n var a = [];\n this.data.forEach(function (e) {\n return e instanceof Context ? a.push.apply(a, e.getTweens()) : e instanceof Tween && !(e.parent && e.parent.data === \"nested\") && a.push(e);\n });\n return a;\n };\n\n _proto5.clear = function clear() {\n this._r.length = this.data.length = 0;\n };\n\n _proto5.kill = function kill(revert, matchMedia) {\n var _this4 = this;\n\n if (revert) {\n var tweens = this.getTweens();\n this.data.forEach(function (t) {\n // Flip plugin tweens are very different in that they should actually be pushed to their end. The plugin replaces the timeline's .revert() method to do exactly that. But we also need to remove any of those nested tweens inside the flip timeline so that they don't get individually reverted.\n if (t.data === \"isFlip\") {\n t.revert();\n t.getChildren(true, true, false).forEach(function (tween) {\n return tweens.splice(tweens.indexOf(tween), 1);\n });\n }\n }); // save as an object so that we can cache the globalTime for each tween to optimize performance during the sort\n\n tweens.map(function (t) {\n return {\n g: t.globalTime(0),\n t: t\n };\n }).sort(function (a, b) {\n return b.g - a.g || -1;\n }).forEach(function (o) {\n return o.t.revert(revert);\n }); // note: all of the _startAt tweens should be reverted in reverse order that thy were created, and they'll all have the same globalTime (-1) so the \" || -1\" in the sort keeps the order properly.\n\n this.data.forEach(function (e) {\n return !(e instanceof Animation) && e.revert && e.revert(revert);\n });\n\n this._r.forEach(function (f) {\n return f(revert, _this4);\n });\n\n this.isReverted = true;\n } else {\n this.data.forEach(function (e) {\n return e.kill && e.kill();\n });\n }\n\n this.clear();\n\n if (matchMedia) {\n var i = _media.indexOf(this);\n\n !!~i && _media.splice(i, 1);\n }\n };\n\n _proto5.revert = function revert(config) {\n this.kill(config || {});\n };\n\n return Context;\n}();\n\nvar MatchMedia = /*#__PURE__*/function () {\n function MatchMedia(scope) {\n this.contexts = [];\n this.scope = scope;\n }\n\n var _proto6 = MatchMedia.prototype;\n\n _proto6.add = function add(conditions, func, scope) {\n _isObject(conditions) || (conditions = {\n matches: conditions\n });\n var context = new Context(0, scope || this.scope),\n cond = context.conditions = {},\n mq,\n p,\n active;\n this.contexts.push(context);\n func = context.add(\"onMatch\", func);\n context.queries = conditions;\n\n for (p in conditions) {\n if (p === \"all\") {\n active = 1;\n } else {\n mq = _win.matchMedia(conditions[p]);\n\n if (mq) {\n _media.indexOf(context) < 0 && _media.push(context);\n (cond[p] = mq.matches) && (active = 1);\n mq.addListener ? mq.addListener(_onMediaChange) : mq.addEventListener(\"change\", _onMediaChange);\n }\n }\n }\n\n active && func(context);\n return this;\n } // refresh() {\n // \tlet time = _lastMediaTime,\n // \t\tmedia = _media;\n // \t_lastMediaTime = -1;\n // \t_media = this.contexts;\n // \t_onMediaChange();\n // \t_lastMediaTime = time;\n // \t_media = media;\n // }\n ;\n\n _proto6.revert = function revert(config) {\n this.kill(config || {});\n };\n\n _proto6.kill = function kill(revert) {\n this.contexts.forEach(function (c) {\n return c.kill(revert, true);\n });\n };\n\n return MatchMedia;\n}();\n/*\n * --------------------------------------------------------------------------------------\n * GSAP\n * --------------------------------------------------------------------------------------\n */\n\n\nvar _gsap = {\n registerPlugin: function registerPlugin() {\n for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {\n args[_key2] = arguments[_key2];\n }\n\n args.forEach(function (config) {\n return _createPlugin(config);\n });\n },\n timeline: function timeline(vars) {\n return new Timeline(vars);\n },\n getTweensOf: function getTweensOf(targets, onlyActive) {\n return _globalTimeline.getTweensOf(targets, onlyActive);\n },\n getProperty: function getProperty(target, property, unit, uncache) {\n _isString(target) && (target = toArray(target)[0]); //in case selector text or an array is passed in\n\n var getter = _getCache(target || {}).get,\n format = unit ? _passThrough : _numericIfPossible;\n\n unit === \"native\" && (unit = \"\");\n return !target ? target : !property ? function (property, unit, uncache) {\n return format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));\n } : format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));\n },\n quickSetter: function quickSetter(target, property, unit) {\n target = toArray(target);\n\n if (target.length > 1) {\n var setters = target.map(function (t) {\n return gsap.quickSetter(t, property, unit);\n }),\n l = setters.length;\n return function (value) {\n var i = l;\n\n while (i--) {\n setters[i](value);\n }\n };\n }\n\n target = target[0] || {};\n\n var Plugin = _plugins[property],\n cache = _getCache(target),\n p = cache.harness && (cache.harness.aliases || {})[property] || property,\n // in case it's an alias, like \"rotate\" for \"rotation\".\n setter = Plugin ? function (value) {\n var p = new Plugin();\n _quickTween._pt = 0;\n p.init(target, unit ? value + unit : value, _quickTween, 0, [target]);\n p.render(1, p);\n _quickTween._pt && _renderPropTweens(1, _quickTween);\n } : cache.set(target, p);\n\n return Plugin ? setter : function (value) {\n return setter(target, p, unit ? value + unit : value, cache, 1);\n };\n },\n quickTo: function quickTo(target, property, vars) {\n var _merge2;\n\n var tween = gsap.to(target, _merge((_merge2 = {}, _merge2[property] = \"+=0.1\", _merge2.paused = true, _merge2), vars || {})),\n func = function func(value, start, startIsRelative) {\n return tween.resetTo(property, value, start, startIsRelative);\n };\n\n func.tween = tween;\n return func;\n },\n isTweening: function isTweening(targets) {\n return _globalTimeline.getTweensOf(targets, true).length > 0;\n },\n defaults: function defaults(value) {\n value && value.ease && (value.ease = _parseEase(value.ease, _defaults.ease));\n return _mergeDeep(_defaults, value || {});\n },\n config: function config(value) {\n return _mergeDeep(_config, value || {});\n },\n registerEffect: function registerEffect(_ref3) {\n var name = _ref3.name,\n effect = _ref3.effect,\n plugins = _ref3.plugins,\n defaults = _ref3.defaults,\n extendTimeline = _ref3.extendTimeline;\n (plugins || \"\").split(\",\").forEach(function (pluginName) {\n return pluginName && !_plugins[pluginName] && !_globals[pluginName] && _warn(name + \" effect requires \" + pluginName + \" plugin.\");\n });\n\n _effects[name] = function (targets, vars, tl) {\n return effect(toArray(targets), _setDefaults(vars || {}, defaults), tl);\n };\n\n if (extendTimeline) {\n Timeline.prototype[name] = function (targets, vars, position) {\n return this.add(_effects[name](targets, _isObject(vars) ? vars : (position = vars) && {}, this), position);\n };\n }\n },\n registerEase: function registerEase(name, ease) {\n _easeMap[name] = _parseEase(ease);\n },\n parseEase: function parseEase(ease, defaultEase) {\n return arguments.length ? _parseEase(ease, defaultEase) : _easeMap;\n },\n getById: function getById(id) {\n return _globalTimeline.getById(id);\n },\n exportRoot: function exportRoot(vars, includeDelayedCalls) {\n if (vars === void 0) {\n vars = {};\n }\n\n var tl = new Timeline(vars),\n child,\n next;\n tl.smoothChildTiming = _isNotFalse(vars.smoothChildTiming);\n\n _globalTimeline.remove(tl);\n\n tl._dp = 0; //otherwise it'll get re-activated when adding children and be re-introduced into _globalTimeline's linked list (then added to itself).\n\n tl._time = tl._tTime = _globalTimeline._time;\n child = _globalTimeline._first;\n\n while (child) {\n next = child._next;\n\n if (includeDelayedCalls || !(!child._dur && child instanceof Tween && child.vars.onComplete === child._targets[0])) {\n _addToTimeline(tl, child, child._start - child._delay);\n }\n\n child = next;\n }\n\n _addToTimeline(_globalTimeline, tl, 0);\n\n return tl;\n },\n context: function context(func, scope) {\n return func ? new Context(func, scope) : _context;\n },\n matchMedia: function matchMedia(scope) {\n return new MatchMedia(scope);\n },\n matchMediaRefresh: function matchMediaRefresh() {\n return _media.forEach(function (c) {\n var cond = c.conditions,\n found,\n p;\n\n for (p in cond) {\n if (cond[p]) {\n cond[p] = false;\n found = 1;\n }\n }\n\n found && c.revert();\n }) || _onMediaChange();\n },\n addEventListener: function addEventListener(type, callback) {\n var a = _listeners[type] || (_listeners[type] = []);\n ~a.indexOf(callback) || a.push(callback);\n },\n removeEventListener: function removeEventListener(type, callback) {\n var a = _listeners[type],\n i = a && a.indexOf(callback);\n i >= 0 && a.splice(i, 1);\n },\n utils: {\n wrap: wrap,\n wrapYoyo: wrapYoyo,\n distribute: distribute,\n random: random,\n snap: snap,\n normalize: normalize,\n getUnit: getUnit,\n clamp: clamp,\n splitColor: splitColor,\n toArray: toArray,\n selector: selector,\n mapRange: mapRange,\n pipe: pipe,\n unitize: unitize,\n interpolate: interpolate,\n shuffle: shuffle\n },\n install: _install,\n effects: _effects,\n ticker: _ticker,\n updateRoot: Timeline.updateRoot,\n plugins: _plugins,\n globalTimeline: _globalTimeline,\n core: {\n PropTween: PropTween,\n globals: _addGlobal,\n Tween: Tween,\n Timeline: Timeline,\n Animation: Animation,\n getCache: _getCache,\n _removeLinkedListItem: _removeLinkedListItem,\n reverting: function reverting() {\n return _reverting;\n },\n context: function context(toAdd) {\n if (toAdd && _context) {\n _context.data.push(toAdd);\n\n toAdd._ctx = _context;\n }\n\n return _context;\n },\n suppressOverwrites: function suppressOverwrites(value) {\n return _suppressOverwrites = value;\n }\n }\n};\n\n_forEachName(\"to,from,fromTo,delayedCall,set,killTweensOf\", function (name) {\n return _gsap[name] = Tween[name];\n});\n\n_ticker.add(Timeline.updateRoot);\n\n_quickTween = _gsap.to({}, {\n duration: 0\n}); // ---- EXTRA PLUGINS --------------------------------------------------------\n\nvar _getPluginPropTween = function _getPluginPropTween(plugin, prop) {\n var pt = plugin._pt;\n\n while (pt && pt.p !== prop && pt.op !== prop && pt.fp !== prop) {\n pt = pt._next;\n }\n\n return pt;\n},\n _addModifiers = function _addModifiers(tween, modifiers) {\n var targets = tween._targets,\n p,\n i,\n pt;\n\n for (p in modifiers) {\n i = targets.length;\n\n while (i--) {\n pt = tween._ptLookup[i][p];\n\n if (pt && (pt = pt.d)) {\n if (pt._pt) {\n // is a plugin\n pt = _getPluginPropTween(pt, p);\n }\n\n pt && pt.modifier && pt.modifier(modifiers[p], tween, targets[i], p);\n }\n }\n }\n},\n _buildModifierPlugin = function _buildModifierPlugin(name, modifier) {\n return {\n name: name,\n rawVars: 1,\n //don't pre-process function-based values or \"random()\" strings.\n init: function init(target, vars, tween) {\n tween._onInit = function (tween) {\n var temp, p;\n\n if (_isString(vars)) {\n temp = {};\n\n _forEachName(vars, function (name) {\n return temp[name] = 1;\n }); //if the user passes in a comma-delimited list of property names to roundProps, like \"x,y\", we round to whole numbers.\n\n\n vars = temp;\n }\n\n if (modifier) {\n temp = {};\n\n for (p in vars) {\n temp[p] = modifier(vars[p]);\n }\n\n vars = temp;\n }\n\n _addModifiers(tween, vars);\n };\n }\n };\n}; //register core plugins\n\n\nvar gsap = _gsap.registerPlugin({\n name: \"attr\",\n init: function init(target, vars, tween, index, targets) {\n var p, pt, v;\n this.tween = tween;\n\n for (p in vars) {\n v = target.getAttribute(p) || \"\";\n pt = this.add(target, \"setAttribute\", (v || 0) + \"\", vars[p], index, targets, 0, 0, p);\n pt.op = p;\n pt.b = v; // record the beginning value so we can revert()\n\n this._props.push(p);\n }\n },\n render: function render(ratio, data) {\n var pt = data._pt;\n\n while (pt) {\n _reverting ? pt.set(pt.t, pt.p, pt.b, pt) : pt.r(ratio, pt.d); // if reverting, go back to the original (pt.b)\n\n pt = pt._next;\n }\n }\n}, {\n name: \"endArray\",\n init: function init(target, value) {\n var i = value.length;\n\n while (i--) {\n this.add(target, i, target[i] || 0, value[i], 0, 0, 0, 0, 0, 1);\n }\n }\n}, _buildModifierPlugin(\"roundProps\", _roundModifier), _buildModifierPlugin(\"modifiers\"), _buildModifierPlugin(\"snap\", snap)) || _gsap; //to prevent the core plugins from being dropped via aggressive tree shaking, we must include them in the variable declaration in this way.\n\nTween.version = Timeline.version = gsap.version = \"3.11.3\";\n_coreReady = 1;\n_windowExists() && _wake();\nvar Power0 = _easeMap.Power0,\n Power1 = _easeMap.Power1,\n Power2 = _easeMap.Power2,\n Power3 = _easeMap.Power3,\n Power4 = _easeMap.Power4,\n Linear = _easeMap.Linear,\n Quad = _easeMap.Quad,\n Cubic = _easeMap.Cubic,\n Quart = _easeMap.Quart,\n Quint = _easeMap.Quint,\n Strong = _easeMap.Strong,\n Elastic = _easeMap.Elastic,\n Back = _easeMap.Back,\n SteppedEase = _easeMap.SteppedEase,\n Bounce = _easeMap.Bounce,\n Sine = _easeMap.Sine,\n Expo = _easeMap.Expo,\n Circ = _easeMap.Circ;\n\n //export some internal methods/orojects for use in CSSPlugin so that we can externalize that file and allow custom builds that exclude it.\n\n\n\n//# sourceURL=webpack://shelves/./node_modules/gsap/gsap-core.js?");
+
+/***/ }),
+
+/***/ "./node_modules/gsap/index.js":
+/*!************************************!*\
+ !*** ./node_modules/gsap/index.js ***!
+ \************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Back\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Back),\n/* harmony export */ \"Bounce\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Bounce),\n/* harmony export */ \"CSSPlugin\": () => (/* reexport safe */ _CSSPlugin_js__WEBPACK_IMPORTED_MODULE_1__.CSSPlugin),\n/* harmony export */ \"Circ\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Circ),\n/* harmony export */ \"Cubic\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Cubic),\n/* harmony export */ \"Elastic\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Elastic),\n/* harmony export */ \"Expo\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Expo),\n/* harmony export */ \"Linear\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Linear),\n/* harmony export */ \"Power0\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Power0),\n/* harmony export */ \"Power1\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Power1),\n/* harmony export */ \"Power2\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Power2),\n/* harmony export */ \"Power3\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Power3),\n/* harmony export */ \"Power4\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Power4),\n/* harmony export */ \"Quad\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Quad),\n/* harmony export */ \"Quart\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Quart),\n/* harmony export */ \"Quint\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Quint),\n/* harmony export */ \"Sine\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Sine),\n/* harmony export */ \"SteppedEase\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.SteppedEase),\n/* harmony export */ \"Strong\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.Strong),\n/* harmony export */ \"TimelineLite\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.TimelineLite),\n/* harmony export */ \"TimelineMax\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.TimelineMax),\n/* harmony export */ \"TweenLite\": () => (/* reexport safe */ _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.TweenLite),\n/* harmony export */ \"TweenMax\": () => (/* binding */ TweenMaxWithCSS),\n/* harmony export */ \"default\": () => (/* binding */ gsapWithCSS),\n/* harmony export */ \"gsap\": () => (/* binding */ gsapWithCSS)\n/* harmony export */ });\n/* harmony import */ var _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./gsap-core.js */ \"./node_modules/gsap/gsap-core.js\");\n/* harmony import */ var _CSSPlugin_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./CSSPlugin.js */ \"./node_modules/gsap/CSSPlugin.js\");\n\n\nvar gsapWithCSS = _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.gsap.registerPlugin(_CSSPlugin_js__WEBPACK_IMPORTED_MODULE_1__.CSSPlugin) || _gsap_core_js__WEBPACK_IMPORTED_MODULE_0__.gsap,\n // to protect from tree shaking\nTweenMaxWithCSS = gsapWithCSS.core.Tween;\n\n\n//# sourceURL=webpack://shelves/./node_modules/gsap/index.js?");
+
+/***/ }),
+
+/***/ "./node_modules/mobile-detect/mobile-detect.js":
+/*!*****************************************************!*\
+ !*** ./node_modules/mobile-detect/mobile-detect.js ***!
+ \*****************************************************/
+/***/ ((module, __unused_webpack_exports, __webpack_require__) => {
+
+eval("// THIS FILE IS GENERATED - DO NOT EDIT!\n/*!mobile-detect v1.4.5 2021-03-13*/\n/*global module:false, define:false*/\n/*jshint latedef:false*/\n/*!@license Copyright 2013, Heinrich Goebl, License: MIT, see https://github.com/hgoebl/mobile-detect.js*/\n(function (define, undefined) {\ndefine(function () {\n 'use strict';\n\n var impl = {};\n\n impl.mobileDetectRules = {\n \"phones\": {\n \"iPhone\": \"\\\\biPhone\\\\b|\\\\biPod\\\\b\",\n \"BlackBerry\": \"BlackBerry|\\\\bBB10\\\\b|rim[0-9]+|\\\\b(BBA100|BBB100|BBD100|BBE100|BBF100|STH100)\\\\b-[0-9]+\",\n \"Pixel\": \"; \\\\bPixel\\\\b\",\n \"HTC\": \"HTC|HTC.*(Sensation|Evo|Vision|Explorer|6800|8100|8900|A7272|S510e|C110e|Legend|Desire|T8282)|APX515CKT|Qtek9090|APA9292KT|HD_mini|Sensation.*Z710e|PG86100|Z715e|Desire.*(A8181|HD)|ADR6200|ADR6400L|ADR6425|001HT|Inspire 4G|Android.*\\\\bEVO\\\\b|T-Mobile G1|Z520m|Android [0-9.]+; Pixel\",\n \"Nexus\": \"Nexus One|Nexus S|Galaxy.*Nexus|Android.*Nexus.*Mobile|Nexus 4|Nexus 5|Nexus 5X|Nexus 6\",\n \"Dell\": \"Dell[;]? (Streak|Aero|Venue|Venue Pro|Flash|Smoke|Mini 3iX)|XCD28|XCD35|\\\\b001DL\\\\b|\\\\b101DL\\\\b|\\\\bGS01\\\\b\",\n \"Motorola\": \"Motorola|DROIDX|DROID BIONIC|\\\\bDroid\\\\b.*Build|Android.*Xoom|HRI39|MOT-|A1260|A1680|A555|A853|A855|A953|A955|A956|Motorola.*ELECTRIFY|Motorola.*i1|i867|i940|MB200|MB300|MB501|MB502|MB508|MB511|MB520|MB525|MB526|MB611|MB612|MB632|MB810|MB855|MB860|MB861|MB865|MB870|ME501|ME502|ME511|ME525|ME600|ME632|ME722|ME811|ME860|ME863|ME865|MT620|MT710|MT716|MT720|MT810|MT870|MT917|Motorola.*TITANIUM|WX435|WX445|XT300|XT301|XT311|XT316|XT317|XT319|XT320|XT390|XT502|XT530|XT531|XT532|XT535|XT603|XT610|XT611|XT615|XT681|XT701|XT702|XT711|XT720|XT800|XT806|XT860|XT862|XT875|XT882|XT883|XT894|XT901|XT907|XT909|XT910|XT912|XT928|XT926|XT915|XT919|XT925|XT1021|\\\\bMoto E\\\\b|XT1068|XT1092|XT1052\",\n \"Samsung\": \"\\\\bSamsung\\\\b|SM-G950F|SM-G955F|SM-G9250|GT-19300|SGH-I337|BGT-S5230|GT-B2100|GT-B2700|GT-B2710|GT-B3210|GT-B3310|GT-B3410|GT-B3730|GT-B3740|GT-B5510|GT-B5512|GT-B5722|GT-B6520|GT-B7300|GT-B7320|GT-B7330|GT-B7350|GT-B7510|GT-B7722|GT-B7800|GT-C3010|GT-C3011|GT-C3060|GT-C3200|GT-C3212|GT-C3212I|GT-C3262|GT-C3222|GT-C3300|GT-C3300K|GT-C3303|GT-C3303K|GT-C3310|GT-C3322|GT-C3330|GT-C3350|GT-C3500|GT-C3510|GT-C3530|GT-C3630|GT-C3780|GT-C5010|GT-C5212|GT-C6620|GT-C6625|GT-C6712|GT-E1050|GT-E1070|GT-E1075|GT-E1080|GT-E1081|GT-E1085|GT-E1087|GT-E1100|GT-E1107|GT-E1110|GT-E1120|GT-E1125|GT-E1130|GT-E1160|GT-E1170|GT-E1175|GT-E1180|GT-E1182|GT-E1200|GT-E1210|GT-E1225|GT-E1230|GT-E1390|GT-E2100|GT-E2120|GT-E2121|GT-E2152|GT-E2220|GT-E2222|GT-E2230|GT-E2232|GT-E2250|GT-E2370|GT-E2550|GT-E2652|GT-E3210|GT-E3213|GT-I5500|GT-I5503|GT-I5700|GT-I5800|GT-I5801|GT-I6410|GT-I6420|GT-I7110|GT-I7410|GT-I7500|GT-I8000|GT-I8150|GT-I8160|GT-I8190|GT-I8320|GT-I8330|GT-I8350|GT-I8530|GT-I8700|GT-I8703|GT-I8910|GT-I9000|GT-I9001|GT-I9003|GT-I9010|GT-I9020|GT-I9023|GT-I9070|GT-I9082|GT-I9100|GT-I9103|GT-I9220|GT-I9250|GT-I9300|GT-I9305|GT-I9500|GT-I9505|GT-M3510|GT-M5650|GT-M7500|GT-M7600|GT-M7603|GT-M8800|GT-M8910|GT-N7000|GT-S3110|GT-S3310|GT-S3350|GT-S3353|GT-S3370|GT-S3650|GT-S3653|GT-S3770|GT-S3850|GT-S5210|GT-S5220|GT-S5229|GT-S5230|GT-S5233|GT-S5250|GT-S5253|GT-S5260|GT-S5263|GT-S5270|GT-S5300|GT-S5330|GT-S5350|GT-S5360|GT-S5363|GT-S5369|GT-S5380|GT-S5380D|GT-S5560|GT-S5570|GT-S5600|GT-S5603|GT-S5610|GT-S5620|GT-S5660|GT-S5670|GT-S5690|GT-S5750|GT-S5780|GT-S5830|GT-S5839|GT-S6102|GT-S6500|GT-S7070|GT-S7200|GT-S7220|GT-S7230|GT-S7233|GT-S7250|GT-S7500|GT-S7530|GT-S7550|GT-S7562|GT-S7710|GT-S8000|GT-S8003|GT-S8500|GT-S8530|GT-S8600|SCH-A310|SCH-A530|SCH-A570|SCH-A610|SCH-A630|SCH-A650|SCH-A790|SCH-A795|SCH-A850|SCH-A870|SCH-A890|SCH-A930|SCH-A950|SCH-A970|SCH-A990|SCH-I100|SCH-I110|SCH-I400|SCH-I405|SCH-I500|SCH-I510|SCH-I515|SCH-I600|SCH-I730|SCH-I760|SCH-I770|SCH-I830|SCH-I910|SCH-I920|SCH-I959|SCH-LC11|SCH-N150|SCH-N300|SCH-R100|SCH-R300|SCH-R351|SCH-R400|SCH-R410|SCH-T300|SCH-U310|SCH-U320|SCH-U350|SCH-U360|SCH-U365|SCH-U370|SCH-U380|SCH-U410|SCH-U430|SCH-U450|SCH-U460|SCH-U470|SCH-U490|SCH-U540|SCH-U550|SCH-U620|SCH-U640|SCH-U650|SCH-U660|SCH-U700|SCH-U740|SCH-U750|SCH-U810|SCH-U820|SCH-U900|SCH-U940|SCH-U960|SCS-26UC|SGH-A107|SGH-A117|SGH-A127|SGH-A137|SGH-A157|SGH-A167|SGH-A177|SGH-A187|SGH-A197|SGH-A227|SGH-A237|SGH-A257|SGH-A437|SGH-A517|SGH-A597|SGH-A637|SGH-A657|SGH-A667|SGH-A687|SGH-A697|SGH-A707|SGH-A717|SGH-A727|SGH-A737|SGH-A747|SGH-A767|SGH-A777|SGH-A797|SGH-A817|SGH-A827|SGH-A837|SGH-A847|SGH-A867|SGH-A877|SGH-A887|SGH-A897|SGH-A927|SGH-B100|SGH-B130|SGH-B200|SGH-B220|SGH-C100|SGH-C110|SGH-C120|SGH-C130|SGH-C140|SGH-C160|SGH-C170|SGH-C180|SGH-C200|SGH-C207|SGH-C210|SGH-C225|SGH-C230|SGH-C417|SGH-C450|SGH-D307|SGH-D347|SGH-D357|SGH-D407|SGH-D415|SGH-D780|SGH-D807|SGH-D980|SGH-E105|SGH-E200|SGH-E315|SGH-E316|SGH-E317|SGH-E335|SGH-E590|SGH-E635|SGH-E715|SGH-E890|SGH-F300|SGH-F480|SGH-I200|SGH-I300|SGH-I320|SGH-I550|SGH-I577|SGH-I600|SGH-I607|SGH-I617|SGH-I627|SGH-I637|SGH-I677|SGH-I700|SGH-I717|SGH-I727|SGH-i747M|SGH-I777|SGH-I780|SGH-I827|SGH-I847|SGH-I857|SGH-I896|SGH-I897|SGH-I900|SGH-I907|SGH-I917|SGH-I927|SGH-I937|SGH-I997|SGH-J150|SGH-J200|SGH-L170|SGH-L700|SGH-M110|SGH-M150|SGH-M200|SGH-N105|SGH-N500|SGH-N600|SGH-N620|SGH-N625|SGH-N700|SGH-N710|SGH-P107|SGH-P207|SGH-P300|SGH-P310|SGH-P520|SGH-P735|SGH-P777|SGH-Q105|SGH-R210|SGH-R220|SGH-R225|SGH-S105|SGH-S307|SGH-T109|SGH-T119|SGH-T139|SGH-T209|SGH-T219|SGH-T229|SGH-T239|SGH-T249|SGH-T259|SGH-T309|SGH-T319|SGH-T329|SGH-T339|SGH-T349|SGH-T359|SGH-T369|SGH-T379|SGH-T409|SGH-T429|SGH-T439|SGH-T459|SGH-T469|SGH-T479|SGH-T499|SGH-T509|SGH-T519|SGH-T539|SGH-T559|SGH-T589|SGH-T609|SGH-T619|SGH-T629|SGH-T639|SGH-T659|SGH-T669|SGH-T679|SGH-T709|SGH-T719|SGH-T729|SGH-T739|SGH-T746|SGH-T749|SGH-T759|SGH-T769|SGH-T809|SGH-T819|SGH-T839|SGH-T919|SGH-T929|SGH-T939|SGH-T959|SGH-T989|SGH-U100|SGH-U200|SGH-U800|SGH-V205|SGH-V206|SGH-X100|SGH-X105|SGH-X120|SGH-X140|SGH-X426|SGH-X427|SGH-X475|SGH-X495|SGH-X497|SGH-X507|SGH-X600|SGH-X610|SGH-X620|SGH-X630|SGH-X700|SGH-X820|SGH-X890|SGH-Z130|SGH-Z150|SGH-Z170|SGH-ZX10|SGH-ZX20|SHW-M110|SPH-A120|SPH-A400|SPH-A420|SPH-A460|SPH-A500|SPH-A560|SPH-A600|SPH-A620|SPH-A660|SPH-A700|SPH-A740|SPH-A760|SPH-A790|SPH-A800|SPH-A820|SPH-A840|SPH-A880|SPH-A900|SPH-A940|SPH-A960|SPH-D600|SPH-D700|SPH-D710|SPH-D720|SPH-I300|SPH-I325|SPH-I330|SPH-I350|SPH-I500|SPH-I600|SPH-I700|SPH-L700|SPH-M100|SPH-M220|SPH-M240|SPH-M300|SPH-M305|SPH-M320|SPH-M330|SPH-M350|SPH-M360|SPH-M370|SPH-M380|SPH-M510|SPH-M540|SPH-M550|SPH-M560|SPH-M570|SPH-M580|SPH-M610|SPH-M620|SPH-M630|SPH-M800|SPH-M810|SPH-M850|SPH-M900|SPH-M910|SPH-M920|SPH-M930|SPH-N100|SPH-N200|SPH-N240|SPH-N300|SPH-N400|SPH-Z400|SWC-E100|SCH-i909|GT-N7100|GT-N7105|SCH-I535|SM-N900A|SGH-I317|SGH-T999L|GT-S5360B|GT-I8262|GT-S6802|GT-S6312|GT-S6310|GT-S5312|GT-S5310|GT-I9105|GT-I8510|GT-S6790N|SM-G7105|SM-N9005|GT-S5301|GT-I9295|GT-I9195|SM-C101|GT-S7392|GT-S7560|GT-B7610|GT-I5510|GT-S7582|GT-S7530E|GT-I8750|SM-G9006V|SM-G9008V|SM-G9009D|SM-G900A|SM-G900D|SM-G900F|SM-G900H|SM-G900I|SM-G900J|SM-G900K|SM-G900L|SM-G900M|SM-G900P|SM-G900R4|SM-G900S|SM-G900T|SM-G900V|SM-G900W8|SHV-E160K|SCH-P709|SCH-P729|SM-T2558|GT-I9205|SM-G9350|SM-J120F|SM-G920F|SM-G920V|SM-G930F|SM-N910C|SM-A310F|GT-I9190|SM-J500FN|SM-G903F|SM-J330F|SM-G610F|SM-G981B|SM-G892A|SM-A530F\",\n \"LG\": \"\\\\bLG\\\\b;|LG[- ]?(C800|C900|E400|E610|E900|E-900|F160|F180K|F180L|F180S|730|855|L160|LS740|LS840|LS970|LU6200|MS690|MS695|MS770|MS840|MS870|MS910|P500|P700|P705|VM696|AS680|AS695|AX840|C729|E970|GS505|272|C395|E739BK|E960|L55C|L75C|LS696|LS860|P769BK|P350|P500|P509|P870|UN272|US730|VS840|VS950|LN272|LN510|LS670|LS855|LW690|MN270|MN510|P509|P769|P930|UN200|UN270|UN510|UN610|US670|US740|US760|UX265|UX840|VN271|VN530|VS660|VS700|VS740|VS750|VS910|VS920|VS930|VX9200|VX11000|AX840A|LW770|P506|P925|P999|E612|D955|D802|MS323|M257)|LM-G710\",\n \"Sony\": \"SonyST|SonyLT|SonyEricsson|SonyEricssonLT15iv|LT18i|E10i|LT28h|LT26w|SonyEricssonMT27i|C5303|C6902|C6903|C6906|C6943|D2533|SOV34|601SO|F8332\",\n \"Asus\": \"Asus.*Galaxy|PadFone.*Mobile\",\n \"Xiaomi\": \"^(?!.*\\\\bx11\\\\b).*xiaomi.*$|POCOPHONE F1|MI 8|Redmi Note 9S|Redmi Note 5A Prime|N2G47H|M2001J2G|M2001J2I|M1805E10A|M2004J11G|M1902F1G|M2002J9G|M2004J19G|M2003J6A1G\",\n \"NokiaLumia\": \"Lumia [0-9]{3,4}\",\n \"Micromax\": \"Micromax.*\\\\b(A210|A92|A88|A72|A111|A110Q|A115|A116|A110|A90S|A26|A51|A35|A54|A25|A27|A89|A68|A65|A57|A90)\\\\b\",\n \"Palm\": \"PalmSource|Palm\",\n \"Vertu\": \"Vertu|Vertu.*Ltd|Vertu.*Ascent|Vertu.*Ayxta|Vertu.*Constellation(F|Quest)?|Vertu.*Monika|Vertu.*Signature\",\n \"Pantech\": \"PANTECH|IM-A850S|IM-A840S|IM-A830L|IM-A830K|IM-A830S|IM-A820L|IM-A810K|IM-A810S|IM-A800S|IM-T100K|IM-A725L|IM-A780L|IM-A775C|IM-A770K|IM-A760S|IM-A750K|IM-A740S|IM-A730S|IM-A720L|IM-A710K|IM-A690L|IM-A690S|IM-A650S|IM-A630K|IM-A600S|VEGA PTL21|PT003|P8010|ADR910L|P6030|P6020|P9070|P4100|P9060|P5000|CDM8992|TXT8045|ADR8995|IS11PT|P2030|P6010|P8000|PT002|IS06|CDM8999|P9050|PT001|TXT8040|P2020|P9020|P2000|P7040|P7000|C790\",\n \"Fly\": \"IQ230|IQ444|IQ450|IQ440|IQ442|IQ441|IQ245|IQ256|IQ236|IQ255|IQ235|IQ245|IQ275|IQ240|IQ285|IQ280|IQ270|IQ260|IQ250\",\n \"Wiko\": \"KITE 4G|HIGHWAY|GETAWAY|STAIRWAY|DARKSIDE|DARKFULL|DARKNIGHT|DARKMOON|SLIDE|WAX 4G|RAINBOW|BLOOM|SUNSET|GOA(?!nna)|LENNY|BARRY|IGGY|OZZY|CINK FIVE|CINK PEAX|CINK PEAX 2|CINK SLIM|CINK SLIM 2|CINK +|CINK KING|CINK PEAX|CINK SLIM|SUBLIM\",\n \"iMobile\": \"i-mobile (IQ|i-STYLE|idea|ZAA|Hitz)\",\n \"SimValley\": \"\\\\b(SP-80|XT-930|SX-340|XT-930|SX-310|SP-360|SP60|SPT-800|SP-120|SPT-800|SP-140|SPX-5|SPX-8|SP-100|SPX-8|SPX-12)\\\\b\",\n \"Wolfgang\": \"AT-B24D|AT-AS50HD|AT-AS40W|AT-AS55HD|AT-AS45q2|AT-B26D|AT-AS50Q\",\n \"Alcatel\": \"Alcatel\",\n \"Nintendo\": \"Nintendo (3DS|Switch)\",\n \"Amoi\": \"Amoi\",\n \"INQ\": \"INQ\",\n \"OnePlus\": \"ONEPLUS\",\n \"GenericPhone\": \"Tapatalk|PDA;|SAGEM|\\\\bmmp\\\\b|pocket|\\\\bpsp\\\\b|symbian|Smartphone|smartfon|treo|up.browser|up.link|vodafone|\\\\bwap\\\\b|nokia|Series40|Series60|S60|SonyEricsson|N900|MAUI.*WAP.*Browser\"\n },\n \"tablets\": {\n \"iPad\": \"iPad|iPad.*Mobile\",\n \"NexusTablet\": \"Android.*Nexus[\\\\s]+(7|9|10)\",\n \"GoogleTablet\": \"Android.*Pixel C\",\n \"SamsungTablet\": \"SAMSUNG.*Tablet|Galaxy.*Tab|SC-01C|GT-P1000|GT-P1003|GT-P1010|GT-P3105|GT-P6210|GT-P6800|GT-P6810|GT-P7100|GT-P7300|GT-P7310|GT-P7500|GT-P7510|SCH-I800|SCH-I815|SCH-I905|SGH-I957|SGH-I987|SGH-T849|SGH-T859|SGH-T869|SPH-P100|GT-P3100|GT-P3108|GT-P3110|GT-P5100|GT-P5110|GT-P6200|GT-P7320|GT-P7511|GT-N8000|GT-P8510|SGH-I497|SPH-P500|SGH-T779|SCH-I705|SCH-I915|GT-N8013|GT-P3113|GT-P5113|GT-P8110|GT-N8010|GT-N8005|GT-N8020|GT-P1013|GT-P6201|GT-P7501|GT-N5100|GT-N5105|GT-N5110|SHV-E140K|SHV-E140L|SHV-E140S|SHV-E150S|SHV-E230K|SHV-E230L|SHV-E230S|SHW-M180K|SHW-M180L|SHW-M180S|SHW-M180W|SHW-M300W|SHW-M305W|SHW-M380K|SHW-M380S|SHW-M380W|SHW-M430W|SHW-M480K|SHW-M480S|SHW-M480W|SHW-M485W|SHW-M486W|SHW-M500W|GT-I9228|SCH-P739|SCH-I925|GT-I9200|GT-P5200|GT-P5210|GT-P5210X|SM-T311|SM-T310|SM-T310X|SM-T210|SM-T210R|SM-T211|SM-P600|SM-P601|SM-P605|SM-P900|SM-P901|SM-T217|SM-T217A|SM-T217S|SM-P6000|SM-T3100|SGH-I467|XE500|SM-T110|GT-P5220|GT-I9200X|GT-N5110X|GT-N5120|SM-P905|SM-T111|SM-T2105|SM-T315|SM-T320|SM-T320X|SM-T321|SM-T520|SM-T525|SM-T530NU|SM-T230NU|SM-T330NU|SM-T900|XE500T1C|SM-P605V|SM-P905V|SM-T337V|SM-T537V|SM-T707V|SM-T807V|SM-P600X|SM-P900X|SM-T210X|SM-T230|SM-T230X|SM-T325|GT-P7503|SM-T531|SM-T330|SM-T530|SM-T705|SM-T705C|SM-T535|SM-T331|SM-T800|SM-T700|SM-T537|SM-T807|SM-P907A|SM-T337A|SM-T537A|SM-T707A|SM-T807A|SM-T237|SM-T807P|SM-P607T|SM-T217T|SM-T337T|SM-T807T|SM-T116NQ|SM-T116BU|SM-P550|SM-T350|SM-T550|SM-T9000|SM-P9000|SM-T705Y|SM-T805|GT-P3113|SM-T710|SM-T810|SM-T815|SM-T360|SM-T533|SM-T113|SM-T335|SM-T715|SM-T560|SM-T670|SM-T677|SM-T377|SM-T567|SM-T357T|SM-T555|SM-T561|SM-T713|SM-T719|SM-T813|SM-T819|SM-T580|SM-T355Y?|SM-T280|SM-T817A|SM-T820|SM-W700|SM-P580|SM-T587|SM-P350|SM-P555M|SM-P355M|SM-T113NU|SM-T815Y|SM-T585|SM-T285|SM-T825|SM-W708|SM-T835|SM-T830|SM-T837V|SM-T720|SM-T510|SM-T387V|SM-P610|SM-T290|SM-T515|SM-T590|SM-T595|SM-T725|SM-T817P|SM-P585N0|SM-T395|SM-T295|SM-T865|SM-P610N|SM-P615|SM-T970|SM-T380|SM-T5950|SM-T905|SM-T231|SM-T500|SM-T860\",\n \"Kindle\": \"Kindle|Silk.*Accelerated|Android.*\\\\b(KFOT|KFTT|KFJWI|KFJWA|KFOTE|KFSOWI|KFTHWI|KFTHWA|KFAPWI|KFAPWA|WFJWAE|KFSAWA|KFSAWI|KFASWI|KFARWI|KFFOWI|KFGIWI|KFMEWI)\\\\b|Android.*Silk\\/[0-9.]+ like Chrome\\/[0-9.]+ (?!Mobile)\",\n \"SurfaceTablet\": \"Windows NT [0-9.]+; ARM;.*(Tablet|ARMBJS)\",\n \"HPTablet\": \"HP Slate (7|8|10)|HP ElitePad 900|hp-tablet|EliteBook.*Touch|HP 8|Slate 21|HP SlateBook 10\",\n \"AsusTablet\": \"^.*PadFone((?!Mobile).)*$|Transformer|TF101|TF101G|TF300T|TF300TG|TF300TL|TF700T|TF700KL|TF701T|TF810C|ME171|ME301T|ME302C|ME371MG|ME370T|ME372MG|ME172V|ME173X|ME400C|Slider SL101|\\\\bK00F\\\\b|\\\\bK00C\\\\b|\\\\bK00E\\\\b|\\\\bK00L\\\\b|TX201LA|ME176C|ME102A|\\\\bM80TA\\\\b|ME372CL|ME560CG|ME372CG|ME302KL| K010 | K011 | K017 | K01E |ME572C|ME103K|ME170C|ME171C|\\\\bME70C\\\\b|ME581C|ME581CL|ME8510C|ME181C|P01Y|PO1MA|P01Z|\\\\bP027\\\\b|\\\\bP024\\\\b|\\\\bP00C\\\\b\",\n \"BlackBerryTablet\": \"PlayBook|RIM Tablet\",\n \"HTCtablet\": \"HTC_Flyer_P512|HTC Flyer|HTC Jetstream|HTC-P715a|HTC EVO View 4G|PG41200|PG09410\",\n \"MotorolaTablet\": \"xoom|sholest|MZ615|MZ605|MZ505|MZ601|MZ602|MZ603|MZ604|MZ606|MZ607|MZ608|MZ609|MZ615|MZ616|MZ617\",\n \"NookTablet\": \"Android.*Nook|NookColor|nook browser|BNRV200|BNRV200A|BNTV250|BNTV250A|BNTV400|BNTV600|LogicPD Zoom2\",\n \"AcerTablet\": \"Android.*; \\\\b(A100|A101|A110|A200|A210|A211|A500|A501|A510|A511|A700|A701|W500|W500P|W501|W501P|W510|W511|W700|G100|G100W|B1-A71|B1-710|B1-711|A1-810|A1-811|A1-830)\\\\b|W3-810|\\\\bA3-A10\\\\b|\\\\bA3-A11\\\\b|\\\\bA3-A20\\\\b|\\\\bA3-A30|A3-A40\",\n \"ToshibaTablet\": \"Android.*(AT100|AT105|AT200|AT205|AT270|AT275|AT300|AT305|AT1S5|AT500|AT570|AT700|AT830)|TOSHIBA.*FOLIO\",\n \"LGTablet\": \"\\\\bL-06C|LG-V909|LG-V900|LG-V700|LG-V510|LG-V500|LG-V410|LG-V400|LG-VK810\\\\b\",\n \"FujitsuTablet\": \"Android.*\\\\b(F-01D|F-02F|F-05E|F-10D|M532|Q572)\\\\b\",\n \"PrestigioTablet\": \"PMP3170B|PMP3270B|PMP3470B|PMP7170B|PMP3370B|PMP3570C|PMP5870C|PMP3670B|PMP5570C|PMP5770D|PMP3970B|PMP3870C|PMP5580C|PMP5880D|PMP5780D|PMP5588C|PMP7280C|PMP7280C3G|PMP7280|PMP7880D|PMP5597D|PMP5597|PMP7100D|PER3464|PER3274|PER3574|PER3884|PER5274|PER5474|PMP5097CPRO|PMP5097|PMP7380D|PMP5297C|PMP5297C_QUAD|PMP812E|PMP812E3G|PMP812F|PMP810E|PMP880TD|PMT3017|PMT3037|PMT3047|PMT3057|PMT7008|PMT5887|PMT5001|PMT5002\",\n \"LenovoTablet\": \"Lenovo TAB|Idea(Tab|Pad)( A1|A10| K1|)|ThinkPad([ ]+)?Tablet|YT3-850M|YT3-X90L|YT3-X90F|YT3-X90X|Lenovo.*(S2109|S2110|S5000|S6000|K3011|A3000|A3500|A1000|A2107|A2109|A1107|A5500|A7600|B6000|B8000|B8080)(-|)(FL|F|HV|H|)|TB-X103F|TB-X304X|TB-X304F|TB-X304L|TB-X505F|TB-X505L|TB-X505X|TB-X605F|TB-X605L|TB-8703F|TB-8703X|TB-8703N|TB-8704N|TB-8704F|TB-8704X|TB-8704V|TB-7304F|TB-7304I|TB-7304X|Tab2A7-10F|Tab2A7-20F|TB2-X30L|YT3-X50L|YT3-X50F|YT3-X50M|YT-X705F|YT-X703F|YT-X703L|YT-X705L|YT-X705X|TB2-X30F|TB2-X30L|TB2-X30M|A2107A-F|A2107A-H|TB3-730F|TB3-730M|TB3-730X|TB-7504F|TB-7504X|TB-X704F|TB-X104F|TB3-X70F|TB-X705F|TB-8504F|TB3-X70L|TB3-710F|TB-X704L\",\n \"DellTablet\": \"Venue 11|Venue 8|Venue 7|Dell Streak 10|Dell Streak 7\",\n \"YarvikTablet\": \"Android.*\\\\b(TAB210|TAB211|TAB224|TAB250|TAB260|TAB264|TAB310|TAB360|TAB364|TAB410|TAB411|TAB420|TAB424|TAB450|TAB460|TAB461|TAB464|TAB465|TAB467|TAB468|TAB07-100|TAB07-101|TAB07-150|TAB07-151|TAB07-152|TAB07-200|TAB07-201-3G|TAB07-210|TAB07-211|TAB07-212|TAB07-214|TAB07-220|TAB07-400|TAB07-485|TAB08-150|TAB08-200|TAB08-201-3G|TAB08-201-30|TAB09-100|TAB09-211|TAB09-410|TAB10-150|TAB10-201|TAB10-211|TAB10-400|TAB10-410|TAB13-201|TAB274EUK|TAB275EUK|TAB374EUK|TAB462EUK|TAB474EUK|TAB9-200)\\\\b\",\n \"MedionTablet\": \"Android.*\\\\bOYO\\\\b|LIFE.*(P9212|P9514|P9516|S9512)|LIFETAB\",\n \"ArnovaTablet\": \"97G4|AN10G2|AN7bG3|AN7fG3|AN8G3|AN8cG3|AN7G3|AN9G3|AN7dG3|AN7dG3ST|AN7dG3ChildPad|AN10bG3|AN10bG3DT|AN9G2\",\n \"IntensoTablet\": \"INM8002KP|INM1010FP|INM805ND|Intenso Tab|TAB1004\",\n \"IRUTablet\": \"M702pro\",\n \"MegafonTablet\": \"MegaFon V9|\\\\bZTE V9\\\\b|Android.*\\\\bMT7A\\\\b\",\n \"EbodaTablet\": \"E-Boda (Supreme|Impresspeed|Izzycomm|Essential)\",\n \"AllViewTablet\": \"Allview.*(Viva|Alldro|City|Speed|All TV|Frenzy|Quasar|Shine|TX1|AX1|AX2)\",\n \"ArchosTablet\": \"\\\\b(101G9|80G9|A101IT)\\\\b|Qilive 97R|Archos5|\\\\bARCHOS (70|79|80|90|97|101|FAMILYPAD|)(b|c|)(G10| Cobalt| TITANIUM(HD|)| Xenon| Neon|XSK| 2| XS 2| PLATINUM| CARBON|GAMEPAD)\\\\b\",\n \"AinolTablet\": \"NOVO7|NOVO8|NOVO10|Novo7Aurora|Novo7Basic|NOVO7PALADIN|novo9-Spark\",\n \"NokiaLumiaTablet\": \"Lumia 2520\",\n \"SonyTablet\": \"Sony.*Tablet|Xperia Tablet|Sony Tablet S|SO-03E|SGPT12|SGPT13|SGPT114|SGPT121|SGPT122|SGPT123|SGPT111|SGPT112|SGPT113|SGPT131|SGPT132|SGPT133|SGPT211|SGPT212|SGPT213|SGP311|SGP312|SGP321|EBRD1101|EBRD1102|EBRD1201|SGP351|SGP341|SGP511|SGP512|SGP521|SGP541|SGP551|SGP621|SGP641|SGP612|SOT31|SGP771|SGP611|SGP612|SGP712\",\n \"PhilipsTablet\": \"\\\\b(PI2010|PI3000|PI3100|PI3105|PI3110|PI3205|PI3210|PI3900|PI4010|PI7000|PI7100)\\\\b\",\n \"CubeTablet\": \"Android.*(K8GT|U9GT|U10GT|U16GT|U17GT|U18GT|U19GT|U20GT|U23GT|U30GT)|CUBE U8GT\",\n \"CobyTablet\": \"MID1042|MID1045|MID1125|MID1126|MID7012|MID7014|MID7015|MID7034|MID7035|MID7036|MID7042|MID7048|MID7127|MID8042|MID8048|MID8127|MID9042|MID9740|MID9742|MID7022|MID7010\",\n \"MIDTablet\": \"M9701|M9000|M9100|M806|M1052|M806|T703|MID701|MID713|MID710|MID727|MID760|MID830|MID728|MID933|MID125|MID810|MID732|MID120|MID930|MID800|MID731|MID900|MID100|MID820|MID735|MID980|MID130|MID833|MID737|MID960|MID135|MID860|MID736|MID140|MID930|MID835|MID733|MID4X10\",\n \"MSITablet\": \"MSI \\\\b(Primo 73K|Primo 73L|Primo 81L|Primo 77|Primo 93|Primo 75|Primo 76|Primo 73|Primo 81|Primo 91|Primo 90|Enjoy 71|Enjoy 7|Enjoy 10)\\\\b\",\n \"SMiTTablet\": \"Android.*(\\\\bMID\\\\b|MID-560|MTV-T1200|MTV-PND531|MTV-P1101|MTV-PND530)\",\n \"RockChipTablet\": \"Android.*(RK2818|RK2808A|RK2918|RK3066)|RK2738|RK2808A\",\n \"FlyTablet\": \"IQ310|Fly Vision\",\n \"bqTablet\": \"Android.*(bq)?.*\\\\b(Elcano|Curie|Edison|Maxwell|Kepler|Pascal|Tesla|Hypatia|Platon|Newton|Livingstone|Cervantes|Avant|Aquaris ([E|M]10|M8))\\\\b|Maxwell.*Lite|Maxwell.*Plus\",\n \"HuaweiTablet\": \"MediaPad|MediaPad 7 Youth|IDEOS S7|S7-201c|S7-202u|S7-101|S7-103|S7-104|S7-105|S7-106|S7-201|S7-Slim|M2-A01L|BAH-L09|BAH-W09|AGS-L09|CMR-AL19\",\n \"NecTablet\": \"\\\\bN-06D|\\\\bN-08D\",\n \"PantechTablet\": \"Pantech.*P4100\",\n \"BronchoTablet\": \"Broncho.*(N701|N708|N802|a710)\",\n \"VersusTablet\": \"TOUCHPAD.*[78910]|\\\\bTOUCHTAB\\\\b\",\n \"ZyncTablet\": \"z1000|Z99 2G|z930|z990|z909|Z919|z900\",\n \"PositivoTablet\": \"TB07STA|TB10STA|TB07FTA|TB10FTA\",\n \"NabiTablet\": \"Android.*\\\\bNabi\",\n \"KoboTablet\": \"Kobo Touch|\\\\bK080\\\\b|\\\\bVox\\\\b Build|\\\\bArc\\\\b Build\",\n \"DanewTablet\": \"DSlide.*\\\\b(700|701R|702|703R|704|802|970|971|972|973|974|1010|1012)\\\\b\",\n \"TexetTablet\": \"NaviPad|TB-772A|TM-7045|TM-7055|TM-9750|TM-7016|TM-7024|TM-7026|TM-7041|TM-7043|TM-7047|TM-8041|TM-9741|TM-9747|TM-9748|TM-9751|TM-7022|TM-7021|TM-7020|TM-7011|TM-7010|TM-7023|TM-7025|TM-7037W|TM-7038W|TM-7027W|TM-9720|TM-9725|TM-9737W|TM-1020|TM-9738W|TM-9740|TM-9743W|TB-807A|TB-771A|TB-727A|TB-725A|TB-719A|TB-823A|TB-805A|TB-723A|TB-715A|TB-707A|TB-705A|TB-709A|TB-711A|TB-890HD|TB-880HD|TB-790HD|TB-780HD|TB-770HD|TB-721HD|TB-710HD|TB-434HD|TB-860HD|TB-840HD|TB-760HD|TB-750HD|TB-740HD|TB-730HD|TB-722HD|TB-720HD|TB-700HD|TB-500HD|TB-470HD|TB-431HD|TB-430HD|TB-506|TB-504|TB-446|TB-436|TB-416|TB-146SE|TB-126SE\",\n \"PlaystationTablet\": \"Playstation.*(Portable|Vita)\",\n \"TrekstorTablet\": \"ST10416-1|VT10416-1|ST70408-1|ST702xx-1|ST702xx-2|ST80208|ST97216|ST70104-2|VT10416-2|ST10216-2A|SurfTab\",\n \"PyleAudioTablet\": \"\\\\b(PTBL10CEU|PTBL10C|PTBL72BC|PTBL72BCEU|PTBL7CEU|PTBL7C|PTBL92BC|PTBL92BCEU|PTBL9CEU|PTBL9CUK|PTBL9C)\\\\b\",\n \"AdvanTablet\": \"Android.* \\\\b(E3A|T3X|T5C|T5B|T3E|T3C|T3B|T1J|T1F|T2A|T1H|T1i|E1C|T1-E|T5-A|T4|E1-B|T2Ci|T1-B|T1-D|O1-A|E1-A|T1-A|T3A|T4i)\\\\b \",\n \"DanyTechTablet\": \"Genius Tab G3|Genius Tab S2|Genius Tab Q3|Genius Tab G4|Genius Tab Q4|Genius Tab G-II|Genius TAB GII|Genius TAB GIII|Genius Tab S1\",\n \"GalapadTablet\": \"Android [0-9.]+; [a-z-]+; \\\\bG1\\\\b\",\n \"MicromaxTablet\": \"Funbook|Micromax.*\\\\b(P250|P560|P360|P362|P600|P300|P350|P500|P275)\\\\b\",\n \"KarbonnTablet\": \"Android.*\\\\b(A39|A37|A34|ST8|ST10|ST7|Smart Tab3|Smart Tab2)\\\\b\",\n \"AllFineTablet\": \"Fine7 Genius|Fine7 Shine|Fine7 Air|Fine8 Style|Fine9 More|Fine10 Joy|Fine11 Wide\",\n \"PROSCANTablet\": \"\\\\b(PEM63|PLT1023G|PLT1041|PLT1044|PLT1044G|PLT1091|PLT4311|PLT4311PL|PLT4315|PLT7030|PLT7033|PLT7033D|PLT7035|PLT7035D|PLT7044K|PLT7045K|PLT7045KB|PLT7071KG|PLT7072|PLT7223G|PLT7225G|PLT7777G|PLT7810K|PLT7849G|PLT7851G|PLT7852G|PLT8015|PLT8031|PLT8034|PLT8036|PLT8080K|PLT8082|PLT8088|PLT8223G|PLT8234G|PLT8235G|PLT8816K|PLT9011|PLT9045K|PLT9233G|PLT9735|PLT9760G|PLT9770G)\\\\b\",\n \"YONESTablet\": \"BQ1078|BC1003|BC1077|RK9702|BC9730|BC9001|IT9001|BC7008|BC7010|BC708|BC728|BC7012|BC7030|BC7027|BC7026\",\n \"ChangJiaTablet\": \"TPC7102|TPC7103|TPC7105|TPC7106|TPC7107|TPC7201|TPC7203|TPC7205|TPC7210|TPC7708|TPC7709|TPC7712|TPC7110|TPC8101|TPC8103|TPC8105|TPC8106|TPC8203|TPC8205|TPC8503|TPC9106|TPC9701|TPC97101|TPC97103|TPC97105|TPC97106|TPC97111|TPC97113|TPC97203|TPC97603|TPC97809|TPC97205|TPC10101|TPC10103|TPC10106|TPC10111|TPC10203|TPC10205|TPC10503\",\n \"GUTablet\": \"TX-A1301|TX-M9002|Q702|kf026\",\n \"PointOfViewTablet\": \"TAB-P506|TAB-navi-7-3G-M|TAB-P517|TAB-P-527|TAB-P701|TAB-P703|TAB-P721|TAB-P731N|TAB-P741|TAB-P825|TAB-P905|TAB-P925|TAB-PR945|TAB-PL1015|TAB-P1025|TAB-PI1045|TAB-P1325|TAB-PROTAB[0-9]+|TAB-PROTAB25|TAB-PROTAB26|TAB-PROTAB27|TAB-PROTAB26XL|TAB-PROTAB2-IPS9|TAB-PROTAB30-IPS9|TAB-PROTAB25XXL|TAB-PROTAB26-IPS10|TAB-PROTAB30-IPS10\",\n \"OvermaxTablet\": \"OV-(SteelCore|NewBase|Basecore|Baseone|Exellen|Quattor|EduTab|Solution|ACTION|BasicTab|TeddyTab|MagicTab|Stream|TB-08|TB-09)|Qualcore 1027\",\n \"HCLTablet\": \"HCL.*Tablet|Connect-3G-2.0|Connect-2G-2.0|ME Tablet U1|ME Tablet U2|ME Tablet G1|ME Tablet X1|ME Tablet Y2|ME Tablet Sync\",\n \"DPSTablet\": \"DPS Dream 9|DPS Dual 7\",\n \"VistureTablet\": \"V97 HD|i75 3G|Visture V4( HD)?|Visture V5( HD)?|Visture V10\",\n \"CrestaTablet\": \"CTP(-)?810|CTP(-)?818|CTP(-)?828|CTP(-)?838|CTP(-)?888|CTP(-)?978|CTP(-)?980|CTP(-)?987|CTP(-)?988|CTP(-)?989\",\n \"MediatekTablet\": \"\\\\bMT8125|MT8389|MT8135|MT8377\\\\b\",\n \"ConcordeTablet\": \"Concorde([ ]+)?Tab|ConCorde ReadMan\",\n \"GoCleverTablet\": \"GOCLEVER TAB|A7GOCLEVER|M1042|M7841|M742|R1042BK|R1041|TAB A975|TAB A7842|TAB A741|TAB A741L|TAB M723G|TAB M721|TAB A1021|TAB I921|TAB R721|TAB I720|TAB T76|TAB R70|TAB R76.2|TAB R106|TAB R83.2|TAB M813G|TAB I721|GCTA722|TAB I70|TAB I71|TAB S73|TAB R73|TAB R74|TAB R93|TAB R75|TAB R76.1|TAB A73|TAB A93|TAB A93.2|TAB T72|TAB R83|TAB R974|TAB R973|TAB A101|TAB A103|TAB A104|TAB A104.2|R105BK|M713G|A972BK|TAB A971|TAB R974.2|TAB R104|TAB R83.3|TAB A1042\",\n \"ModecomTablet\": \"FreeTAB 9000|FreeTAB 7.4|FreeTAB 7004|FreeTAB 7800|FreeTAB 2096|FreeTAB 7.5|FreeTAB 1014|FreeTAB 1001 |FreeTAB 8001|FreeTAB 9706|FreeTAB 9702|FreeTAB 7003|FreeTAB 7002|FreeTAB 1002|FreeTAB 7801|FreeTAB 1331|FreeTAB 1004|FreeTAB 8002|FreeTAB 8014|FreeTAB 9704|FreeTAB 1003\",\n \"VoninoTablet\": \"\\\\b(Argus[ _]?S|Diamond[ _]?79HD|Emerald[ _]?78E|Luna[ _]?70C|Onyx[ _]?S|Onyx[ _]?Z|Orin[ _]?HD|Orin[ _]?S|Otis[ _]?S|SpeedStar[ _]?S|Magnet[ _]?M9|Primus[ _]?94[ _]?3G|Primus[ _]?94HD|Primus[ _]?QS|Android.*\\\\bQ8\\\\b|Sirius[ _]?EVO[ _]?QS|Sirius[ _]?QS|Spirit[ _]?S)\\\\b\",\n \"ECSTablet\": \"V07OT2|TM105A|S10OT1|TR10CS1\",\n \"StorexTablet\": \"eZee[_']?(Tab|Go)[0-9]+|TabLC7|Looney Tunes Tab\",\n \"VodafoneTablet\": \"SmartTab([ ]+)?[0-9]+|SmartTabII10|SmartTabII7|VF-1497|VFD 1400\",\n \"EssentielBTablet\": \"Smart[ ']?TAB[ ]+?[0-9]+|Family[ ']?TAB2\",\n \"RossMoorTablet\": \"RM-790|RM-997|RMD-878G|RMD-974R|RMT-705A|RMT-701|RME-601|RMT-501|RMT-711\",\n \"iMobileTablet\": \"i-mobile i-note\",\n \"TolinoTablet\": \"tolino tab [0-9.]+|tolino shine\",\n \"AudioSonicTablet\": \"\\\\bC-22Q|T7-QC|T-17B|T-17P\\\\b\",\n \"AMPETablet\": \"Android.* A78 \",\n \"SkkTablet\": \"Android.* (SKYPAD|PHOENIX|CYCLOPS)\",\n \"TecnoTablet\": \"TECNO P9|TECNO DP8D\",\n \"JXDTablet\": \"Android.* \\\\b(F3000|A3300|JXD5000|JXD3000|JXD2000|JXD300B|JXD300|S5800|S7800|S602b|S5110b|S7300|S5300|S602|S603|S5100|S5110|S601|S7100a|P3000F|P3000s|P101|P200s|P1000m|P200m|P9100|P1000s|S6600b|S908|P1000|P300|S18|S6600|S9100)\\\\b\",\n \"iJoyTablet\": \"Tablet (Spirit 7|Essentia|Galatea|Fusion|Onix 7|Landa|Titan|Scooby|Deox|Stella|Themis|Argon|Unique 7|Sygnus|Hexen|Finity 7|Cream|Cream X2|Jade|Neon 7|Neron 7|Kandy|Scape|Saphyr 7|Rebel|Biox|Rebel|Rebel 8GB|Myst|Draco 7|Myst|Tab7-004|Myst|Tadeo Jones|Tablet Boing|Arrow|Draco Dual Cam|Aurix|Mint|Amity|Revolution|Finity 9|Neon 9|T9w|Amity 4GB Dual Cam|Stone 4GB|Stone 8GB|Andromeda|Silken|X2|Andromeda II|Halley|Flame|Saphyr 9,7|Touch 8|Planet|Triton|Unique 10|Hexen 10|Memphis 4GB|Memphis 8GB|Onix 10)\",\n \"FX2Tablet\": \"FX2 PAD7|FX2 PAD10\",\n \"XoroTablet\": \"KidsPAD 701|PAD[ ]?712|PAD[ ]?714|PAD[ ]?716|PAD[ ]?717|PAD[ ]?718|PAD[ ]?720|PAD[ ]?721|PAD[ ]?722|PAD[ ]?790|PAD[ ]?792|PAD[ ]?900|PAD[ ]?9715D|PAD[ ]?9716DR|PAD[ ]?9718DR|PAD[ ]?9719QR|PAD[ ]?9720QR|TelePAD1030|Telepad1032|TelePAD730|TelePAD731|TelePAD732|TelePAD735Q|TelePAD830|TelePAD9730|TelePAD795|MegaPAD 1331|MegaPAD 1851|MegaPAD 2151\",\n \"ViewsonicTablet\": \"ViewPad 10pi|ViewPad 10e|ViewPad 10s|ViewPad E72|ViewPad7|ViewPad E100|ViewPad 7e|ViewSonic VB733|VB100a\",\n \"VerizonTablet\": \"QTAQZ3|QTAIR7|QTAQTZ3|QTASUN1|QTASUN2|QTAXIA1\",\n \"OdysTablet\": \"LOOX|XENO10|ODYS[ -](Space|EVO|Xpress|NOON)|\\\\bXELIO\\\\b|Xelio10Pro|XELIO7PHONETAB|XELIO10EXTREME|XELIOPT2|NEO_QUAD10\",\n \"CaptivaTablet\": \"CAPTIVA PAD\",\n \"IconbitTablet\": \"NetTAB|NT-3702|NT-3702S|NT-3702S|NT-3603P|NT-3603P|NT-0704S|NT-0704S|NT-3805C|NT-3805C|NT-0806C|NT-0806C|NT-0909T|NT-0909T|NT-0907S|NT-0907S|NT-0902S|NT-0902S\",\n \"TeclastTablet\": \"T98 4G|\\\\bP80\\\\b|\\\\bX90HD\\\\b|X98 Air|X98 Air 3G|\\\\bX89\\\\b|P80 3G|\\\\bX80h\\\\b|P98 Air|\\\\bX89HD\\\\b|P98 3G|\\\\bP90HD\\\\b|P89 3G|X98 3G|\\\\bP70h\\\\b|P79HD 3G|G18d 3G|\\\\bP79HD\\\\b|\\\\bP89s\\\\b|\\\\bA88\\\\b|\\\\bP10HD\\\\b|\\\\bP19HD\\\\b|G18 3G|\\\\bP78HD\\\\b|\\\\bA78\\\\b|\\\\bP75\\\\b|G17s 3G|G17h 3G|\\\\bP85t\\\\b|\\\\bP90\\\\b|\\\\bP11\\\\b|\\\\bP98t\\\\b|\\\\bP98HD\\\\b|\\\\bG18d\\\\b|\\\\bP85s\\\\b|\\\\bP11HD\\\\b|\\\\bP88s\\\\b|\\\\bA80HD\\\\b|\\\\bA80se\\\\b|\\\\bA10h\\\\b|\\\\bP89\\\\b|\\\\bP78s\\\\b|\\\\bG18\\\\b|\\\\bP85\\\\b|\\\\bA70h\\\\b|\\\\bA70\\\\b|\\\\bG17\\\\b|\\\\bP18\\\\b|\\\\bA80s\\\\b|\\\\bA11s\\\\b|\\\\bP88HD\\\\b|\\\\bA80h\\\\b|\\\\bP76s\\\\b|\\\\bP76h\\\\b|\\\\bP98\\\\b|\\\\bA10HD\\\\b|\\\\bP78\\\\b|\\\\bP88\\\\b|\\\\bA11\\\\b|\\\\bA10t\\\\b|\\\\bP76a\\\\b|\\\\bP76t\\\\b|\\\\bP76e\\\\b|\\\\bP85HD\\\\b|\\\\bP85a\\\\b|\\\\bP86\\\\b|\\\\bP75HD\\\\b|\\\\bP76v\\\\b|\\\\bA12\\\\b|\\\\bP75a\\\\b|\\\\bA15\\\\b|\\\\bP76Ti\\\\b|\\\\bP81HD\\\\b|\\\\bA10\\\\b|\\\\bT760VE\\\\b|\\\\bT720HD\\\\b|\\\\bP76\\\\b|\\\\bP73\\\\b|\\\\bP71\\\\b|\\\\bP72\\\\b|\\\\bT720SE\\\\b|\\\\bC520Ti\\\\b|\\\\bT760\\\\b|\\\\bT720VE\\\\b|T720-3GE|T720-WiFi\",\n \"OndaTablet\": \"\\\\b(V975i|Vi30|VX530|V701|Vi60|V701s|Vi50|V801s|V719|Vx610w|VX610W|V819i|Vi10|VX580W|Vi10|V711s|V813|V811|V820w|V820|Vi20|V711|VI30W|V712|V891w|V972|V819w|V820w|Vi60|V820w|V711|V813s|V801|V819|V975s|V801|V819|V819|V818|V811|V712|V975m|V101w|V961w|V812|V818|V971|V971s|V919|V989|V116w|V102w|V973|Vi40)\\\\b[\\\\s]+|V10 \\\\b4G\\\\b\",\n \"JaytechTablet\": \"TPC-PA762\",\n \"BlaupunktTablet\": \"Endeavour 800NG|Endeavour 1010\",\n \"DigmaTablet\": \"\\\\b(iDx10|iDx9|iDx8|iDx7|iDxD7|iDxD8|iDsQ8|iDsQ7|iDsQ8|iDsD10|iDnD7|3TS804H|iDsQ11|iDj7|iDs10)\\\\b\",\n \"EvolioTablet\": \"ARIA_Mini_wifi|Aria[ _]Mini|Evolio X10|Evolio X7|Evolio X8|\\\\bEvotab\\\\b|\\\\bNeura\\\\b\",\n \"LavaTablet\": \"QPAD E704|\\\\bIvoryS\\\\b|E-TAB IVORY|\\\\bE-TAB\\\\b\",\n \"AocTablet\": \"MW0811|MW0812|MW0922|MTK8382|MW1031|MW0831|MW0821|MW0931|MW0712\",\n \"MpmanTablet\": \"MP11 OCTA|MP10 OCTA|MPQC1114|MPQC1004|MPQC994|MPQC974|MPQC973|MPQC804|MPQC784|MPQC780|\\\\bMPG7\\\\b|MPDCG75|MPDCG71|MPDC1006|MP101DC|MPDC9000|MPDC905|MPDC706HD|MPDC706|MPDC705|MPDC110|MPDC100|MPDC99|MPDC97|MPDC88|MPDC8|MPDC77|MP709|MID701|MID711|MID170|MPDC703|MPQC1010\",\n \"CelkonTablet\": \"CT695|CT888|CT[\\\\s]?910|CT7 Tab|CT9 Tab|CT3 Tab|CT2 Tab|CT1 Tab|C820|C720|\\\\bCT-1\\\\b\",\n \"WolderTablet\": \"miTab \\\\b(DIAMOND|SPACE|BROOKLYN|NEO|FLY|MANHATTAN|FUNK|EVOLUTION|SKY|GOCAR|IRON|GENIUS|POP|MINT|EPSILON|BROADWAY|JUMP|HOP|LEGEND|NEW AGE|LINE|ADVANCE|FEEL|FOLLOW|LIKE|LINK|LIVE|THINK|FREEDOM|CHICAGO|CLEVELAND|BALTIMORE-GH|IOWA|BOSTON|SEATTLE|PHOENIX|DALLAS|IN 101|MasterChef)\\\\b\",\n \"MediacomTablet\": \"M-MPI10C3G|M-SP10EG|M-SP10EGP|M-SP10HXAH|M-SP7HXAH|M-SP10HXBH|M-SP8HXAH|M-SP8MXA\",\n \"MiTablet\": \"\\\\bMI PAD\\\\b|\\\\bHM NOTE 1W\\\\b\",\n \"NibiruTablet\": \"Nibiru M1|Nibiru Jupiter One\",\n \"NexoTablet\": \"NEXO NOVA|NEXO 10|NEXO AVIO|NEXO FREE|NEXO GO|NEXO EVO|NEXO 3G|NEXO SMART|NEXO KIDDO|NEXO MOBI\",\n \"LeaderTablet\": \"TBLT10Q|TBLT10I|TBL-10WDKB|TBL-10WDKBO2013|TBL-W230V2|TBL-W450|TBL-W500|SV572|TBLT7I|TBA-AC7-8G|TBLT79|TBL-8W16|TBL-10W32|TBL-10WKB|TBL-W100\",\n \"UbislateTablet\": \"UbiSlate[\\\\s]?7C\",\n \"PocketBookTablet\": \"Pocketbook\",\n \"KocasoTablet\": \"\\\\b(TB-1207)\\\\b\",\n \"HisenseTablet\": \"\\\\b(F5281|E2371)\\\\b\",\n \"Hudl\": \"Hudl HT7S3|Hudl 2\",\n \"TelstraTablet\": \"T-Hub2\",\n \"GenericTablet\": \"Android.*\\\\b97D\\\\b|Tablet(?!.*PC)|BNTV250A|MID-WCDMA|LogicPD Zoom2|\\\\bA7EB\\\\b|CatNova8|A1_07|CT704|CT1002|\\\\bM721\\\\b|rk30sdk|\\\\bEVOTAB\\\\b|M758A|ET904|ALUMIUM10|Smartfren Tab|Endeavour 1010|Tablet-PC-4|Tagi Tab|\\\\bM6pro\\\\b|CT1020W|arc 10HD|\\\\bTP750\\\\b|\\\\bQTAQZ3\\\\b|WVT101|TM1088|KT107\"\n },\n \"oss\": {\n \"AndroidOS\": \"Android\",\n \"BlackBerryOS\": \"blackberry|\\\\bBB10\\\\b|rim tablet os\",\n \"PalmOS\": \"PalmOS|avantgo|blazer|elaine|hiptop|palm|plucker|xiino\",\n \"SymbianOS\": \"Symbian|SymbOS|Series60|Series40|SYB-[0-9]+|\\\\bS60\\\\b\",\n \"WindowsMobileOS\": \"Windows CE.*(PPC|Smartphone|Mobile|[0-9]{3}x[0-9]{3})|Windows Mobile|Windows Phone [0-9.]+|WCE;\",\n \"WindowsPhoneOS\": \"Windows Phone 10.0|Windows Phone 8.1|Windows Phone 8.0|Windows Phone OS|XBLWP7|ZuneWP7|Windows NT 6.[23]; ARM;\",\n \"iOS\": \"\\\\biPhone.*Mobile|\\\\biPod|\\\\biPad|AppleCoreMedia\",\n \"iPadOS\": \"CPU OS 13\",\n \"SailfishOS\": \"Sailfish\",\n \"MeeGoOS\": \"MeeGo\",\n \"MaemoOS\": \"Maemo\",\n \"JavaOS\": \"J2ME\\/|\\\\bMIDP\\\\b|\\\\bCLDC\\\\b\",\n \"webOS\": \"webOS|hpwOS\",\n \"badaOS\": \"\\\\bBada\\\\b\",\n \"BREWOS\": \"BREW\"\n },\n \"uas\": {\n \"Chrome\": \"\\\\bCrMo\\\\b|CriOS|Android.*Chrome\\/[.0-9]* (Mobile)?\",\n \"Dolfin\": \"\\\\bDolfin\\\\b\",\n \"Opera\": \"Opera.*Mini|Opera.*Mobi|Android.*Opera|Mobile.*OPR\\/[0-9.]+$|Coast\\/[0-9.]+\",\n \"Skyfire\": \"Skyfire\",\n \"Edge\": \"\\\\bEdgiOS\\\\b|Mobile Safari\\/[.0-9]* Edge\",\n \"IE\": \"IEMobile|MSIEMobile\",\n \"Firefox\": \"fennec|firefox.*maemo|(Mobile|Tablet).*Firefox|Firefox.*Mobile|FxiOS\",\n \"Bolt\": \"bolt\",\n \"TeaShark\": \"teashark\",\n \"Blazer\": \"Blazer\",\n \"Safari\": \"Version((?!\\\\bEdgiOS\\\\b).)*Mobile.*Safari|Safari.*Mobile|MobileSafari\",\n \"WeChat\": \"\\\\bMicroMessenger\\\\b\",\n \"UCBrowser\": \"UC.*Browser|UCWEB\",\n \"baiduboxapp\": \"baiduboxapp\",\n \"baidubrowser\": \"baidubrowser\",\n \"DiigoBrowser\": \"DiigoBrowser\",\n \"Mercury\": \"\\\\bMercury\\\\b\",\n \"ObigoBrowser\": \"Obigo\",\n \"NetFront\": \"NF-Browser\",\n \"GenericBrowser\": \"NokiaBrowser|OviBrowser|OneBrowser|TwonkyBeamBrowser|SEMC.*Browser|FlyFlow|Minimo|NetFront|Novarra-Vision|MQQBrowser|MicroMessenger\",\n \"PaleMoon\": \"Android.*PaleMoon|Mobile.*PaleMoon\"\n },\n \"props\": {\n \"Mobile\": \"Mobile\\/[VER]\",\n \"Build\": \"Build\\/[VER]\",\n \"Version\": \"Version\\/[VER]\",\n \"VendorID\": \"VendorID\\/[VER]\",\n \"iPad\": \"iPad.*CPU[a-z ]+[VER]\",\n \"iPhone\": \"iPhone.*CPU[a-z ]+[VER]\",\n \"iPod\": \"iPod.*CPU[a-z ]+[VER]\",\n \"Kindle\": \"Kindle\\/[VER]\",\n \"Chrome\": [\n \"Chrome\\/[VER]\",\n \"CriOS\\/[VER]\",\n \"CrMo\\/[VER]\"\n ],\n \"Coast\": [\n \"Coast\\/[VER]\"\n ],\n \"Dolfin\": \"Dolfin\\/[VER]\",\n \"Firefox\": [\n \"Firefox\\/[VER]\",\n \"FxiOS\\/[VER]\"\n ],\n \"Fennec\": \"Fennec\\/[VER]\",\n \"Edge\": \"Edge\\/[VER]\",\n \"IE\": [\n \"IEMobile\\/[VER];\",\n \"IEMobile [VER]\",\n \"MSIE [VER];\",\n \"Trident\\/[0-9.]+;.*rv:[VER]\"\n ],\n \"NetFront\": \"NetFront\\/[VER]\",\n \"NokiaBrowser\": \"NokiaBrowser\\/[VER]\",\n \"Opera\": [\n \" OPR\\/[VER]\",\n \"Opera Mini\\/[VER]\",\n \"Version\\/[VER]\"\n ],\n \"Opera Mini\": \"Opera Mini\\/[VER]\",\n \"Opera Mobi\": \"Version\\/[VER]\",\n \"UCBrowser\": [\n \"UCWEB[VER]\",\n \"UC.*Browser\\/[VER]\"\n ],\n \"MQQBrowser\": \"MQQBrowser\\/[VER]\",\n \"MicroMessenger\": \"MicroMessenger\\/[VER]\",\n \"baiduboxapp\": \"baiduboxapp\\/[VER]\",\n \"baidubrowser\": \"baidubrowser\\/[VER]\",\n \"SamsungBrowser\": \"SamsungBrowser\\/[VER]\",\n \"Iron\": \"Iron\\/[VER]\",\n \"Safari\": [\n \"Version\\/[VER]\",\n \"Safari\\/[VER]\"\n ],\n \"Skyfire\": \"Skyfire\\/[VER]\",\n \"Tizen\": \"Tizen\\/[VER]\",\n \"Webkit\": \"webkit[ \\/][VER]\",\n \"PaleMoon\": \"PaleMoon\\/[VER]\",\n \"SailfishBrowser\": \"SailfishBrowser\\/[VER]\",\n \"Gecko\": \"Gecko\\/[VER]\",\n \"Trident\": \"Trident\\/[VER]\",\n \"Presto\": \"Presto\\/[VER]\",\n \"Goanna\": \"Goanna\\/[VER]\",\n \"iOS\": \" \\\\bi?OS\\\\b [VER][ ;]{1}\",\n \"Android\": \"Android [VER]\",\n \"Sailfish\": \"Sailfish [VER]\",\n \"BlackBerry\": [\n \"BlackBerry[\\\\w]+\\/[VER]\",\n \"BlackBerry.*Version\\/[VER]\",\n \"Version\\/[VER]\"\n ],\n \"BREW\": \"BREW [VER]\",\n \"Java\": \"Java\\/[VER]\",\n \"Windows Phone OS\": [\n \"Windows Phone OS [VER]\",\n \"Windows Phone [VER]\"\n ],\n \"Windows Phone\": \"Windows Phone [VER]\",\n \"Windows CE\": \"Windows CE\\/[VER]\",\n \"Windows NT\": \"Windows NT [VER]\",\n \"Symbian\": [\n \"SymbianOS\\/[VER]\",\n \"Symbian\\/[VER]\"\n ],\n \"webOS\": [\n \"webOS\\/[VER]\",\n \"hpwOS\\/[VER];\"\n ]\n },\n \"utils\": {\n \"Bot\": \"Googlebot|facebookexternalhit|Google-AMPHTML|s~amp-validator|AdsBot-Google|Google Keyword Suggestion|Facebot|YandexBot|YandexMobileBot|bingbot|ia_archiver|AhrefsBot|Ezooms|GSLFbot|WBSearchBot|Twitterbot|TweetmemeBot|Twikle|PaperLiBot|Wotbox|UnwindFetchor|Exabot|MJ12bot|YandexImages|TurnitinBot|Pingdom|contentkingapp|AspiegelBot\",\n \"MobileBot\": \"Googlebot-Mobile|AdsBot-Google-Mobile|YahooSeeker\\/M1A1-R2D2\",\n \"DesktopMode\": \"WPDesktop\",\n \"TV\": \"SonyDTV|HbbTV\",\n \"WebKit\": \"(webkit)[ \\/]([\\\\w.]+)\",\n \"Console\": \"\\\\b(Nintendo|Nintendo WiiU|Nintendo 3DS|Nintendo Switch|PLAYSTATION|Xbox)\\\\b\",\n \"Watch\": \"SM-V700\"\n }\n};\n\n // following patterns come from http://detectmobilebrowsers.com/\n impl.detectMobileBrowsers = {\n fullPattern: /(android|bb\\d+|meego).+mobile|avantgo|bada\\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i,\n shortPattern: /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\\-(n|u)|c55\\/|capi|ccwa|cdm\\-|cell|chtm|cldc|cmd\\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\\-s|devi|dica|dmob|do(c|p)o|ds(12|\\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\\-|_)|g1 u|g560|gene|gf\\-5|g\\-mo|go(\\.w|od)|gr(ad|un)|haie|hcit|hd\\-(m|p|t)|hei\\-|hi(pt|ta)|hp( i|ip)|hs\\-c|ht(c(\\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\\-(20|go|ma)|i230|iac( |\\-|\\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\\/)|klon|kpt |kwc\\-|kyo(c|k)|le(no|xi)|lg( g|\\/(k|l|u)|50|54|\\-[a-w])|libw|lynx|m1\\-w|m3ga|m50\\/|ma(te|ui|xo)|mc(01|21|ca)|m\\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\\-2|po(ck|rt|se)|prox|psio|pt\\-g|qa\\-a|qc(07|12|21|32|60|\\-[2-7]|i\\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\\-|oo|p\\-)|sdk\\/|se(c(\\-|0|1)|47|mc|nd|ri)|sgh\\-|shar|sie(\\-|m)|sk\\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\\-|v\\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\\-|tdg\\-|tel(i|m)|tim\\-|t\\-mo|to(pl|sh)|ts(70|m\\-|m3|m5)|tx\\-9|up(\\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\\-|your|zeto|zte\\-/i,\n tabletPattern: /android|ipad|playbook|silk/i\n };\n\n var hasOwnProp = Object.prototype.hasOwnProperty,\n isArray;\n\n impl.FALLBACK_PHONE = 'UnknownPhone';\n impl.FALLBACK_TABLET = 'UnknownTablet';\n impl.FALLBACK_MOBILE = 'UnknownMobile';\n\n isArray = ('isArray' in Array) ?\n Array.isArray : function (value) { return Object.prototype.toString.call(value) === '[object Array]'; };\n\n function equalIC(a, b) {\n return a != null && b != null && a.toLowerCase() === b.toLowerCase();\n }\n\n function containsIC(array, value) {\n var valueLC, i, len = array.length;\n if (!len || !value) {\n return false;\n }\n valueLC = value.toLowerCase();\n for (i = 0; i < len; ++i) {\n if (valueLC === array[i].toLowerCase()) {\n return true;\n }\n }\n return false;\n }\n\n function convertPropsToRegExp(object) {\n for (var key in object) {\n if (hasOwnProp.call(object, key)) {\n object[key] = new RegExp(object[key], 'i');\n }\n }\n }\n\n function prepareUserAgent(userAgent) {\n return (userAgent || '').substr(0, 500); // mitigate vulnerable to ReDoS\n }\n\n (function init() {\n var key, values, value, i, len, verPos, mobileDetectRules = impl.mobileDetectRules;\n for (key in mobileDetectRules.props) {\n if (hasOwnProp.call(mobileDetectRules.props, key)) {\n values = mobileDetectRules.props[key];\n if (!isArray(values)) {\n values = [values];\n }\n len = values.length;\n for (i = 0; i < len; ++i) {\n value = values[i];\n verPos = value.indexOf('[VER]');\n if (verPos >= 0) {\n value = value.substring(0, verPos) + '([\\\\w._\\\\+]+)' + value.substring(verPos + 5);\n }\n values[i] = new RegExp(value, 'i');\n }\n mobileDetectRules.props[key] = values;\n }\n }\n convertPropsToRegExp(mobileDetectRules.oss);\n convertPropsToRegExp(mobileDetectRules.phones);\n convertPropsToRegExp(mobileDetectRules.tablets);\n convertPropsToRegExp(mobileDetectRules.uas);\n convertPropsToRegExp(mobileDetectRules.utils);\n\n // copy some patterns to oss0 which are tested first (see issue#15)\n mobileDetectRules.oss0 = {\n WindowsPhoneOS: mobileDetectRules.oss.WindowsPhoneOS,\n WindowsMobileOS: mobileDetectRules.oss.WindowsMobileOS\n };\n }());\n\n /**\n * Test userAgent string against a set of rules and find the first matched key.\n * @param {Object} rules (key is String, value is RegExp)\n * @param {String} userAgent the navigator.userAgent (or HTTP-Header 'User-Agent').\n * @returns {String|null} the matched key if found, otherwise null\n * @private\n */\n impl.findMatch = function(rules, userAgent) {\n for (var key in rules) {\n if (hasOwnProp.call(rules, key)) {\n if (rules[key].test(userAgent)) {\n return key;\n }\n }\n }\n return null;\n };\n\n /**\n * Test userAgent string against a set of rules and return an array of matched keys.\n * @param {Object} rules (key is String, value is RegExp)\n * @param {String} userAgent the navigator.userAgent (or HTTP-Header 'User-Agent').\n * @returns {Array} an array of matched keys, may be empty when there is no match, but not null\n * @private\n */\n impl.findMatches = function(rules, userAgent) {\n var result = [];\n for (var key in rules) {\n if (hasOwnProp.call(rules, key)) {\n if (rules[key].test(userAgent)) {\n result.push(key);\n }\n }\n }\n return result;\n };\n\n /**\n * Check the version of the given property in the User-Agent.\n *\n * @param {String} propertyName\n * @param {String} userAgent\n * @return {String} version or null if version not found\n * @private\n */\n impl.getVersionStr = function (propertyName, userAgent) {\n var props = impl.mobileDetectRules.props, patterns, i, len, match;\n if (hasOwnProp.call(props, propertyName)) {\n patterns = props[propertyName];\n len = patterns.length;\n for (i = 0; i < len; ++i) {\n match = patterns[i].exec(userAgent);\n if (match !== null) {\n return match[1];\n }\n }\n }\n return null;\n };\n\n /**\n * Check the version of the given property in the User-Agent.\n * Will return a float number. (eg. 2_0 will return 2.0, 4.3.1 will return 4.31)\n *\n * @param {String} propertyName\n * @param {String} userAgent\n * @return {Number} version or NaN if version not found\n * @private\n */\n impl.getVersion = function (propertyName, userAgent) {\n var version = impl.getVersionStr(propertyName, userAgent);\n return version ? impl.prepareVersionNo(version) : NaN;\n };\n\n /**\n * Prepare the version number.\n *\n * @param {String} version\n * @return {Number} the version number as a floating number\n * @private\n */\n impl.prepareVersionNo = function (version) {\n var numbers;\n\n numbers = version.split(/[a-z._ \\/\\-]/i);\n if (numbers.length === 1) {\n version = numbers[0];\n }\n if (numbers.length > 1) {\n version = numbers[0] + '.';\n numbers.shift();\n version += numbers.join('');\n }\n return Number(version);\n };\n\n impl.isMobileFallback = function (userAgent) {\n return impl.detectMobileBrowsers.fullPattern.test(userAgent) ||\n impl.detectMobileBrowsers.shortPattern.test(userAgent.substr(0,4));\n };\n\n impl.isTabletFallback = function (userAgent) {\n return impl.detectMobileBrowsers.tabletPattern.test(userAgent);\n };\n\n impl.prepareDetectionCache = function (cache, userAgent, maxPhoneWidth) {\n if (cache.mobile !== undefined) {\n return;\n }\n var phone, tablet, phoneSized;\n\n // first check for stronger tablet rules, then phone (see issue#5)\n tablet = impl.findMatch(impl.mobileDetectRules.tablets, userAgent);\n if (tablet) {\n cache.mobile = cache.tablet = tablet;\n cache.phone = null;\n return; // unambiguously identified as tablet\n }\n\n phone = impl.findMatch(impl.mobileDetectRules.phones, userAgent);\n if (phone) {\n cache.mobile = cache.phone = phone;\n cache.tablet = null;\n return; // unambiguously identified as phone\n }\n\n // our rules haven't found a match -> try more general fallback rules\n if (impl.isMobileFallback(userAgent)) {\n phoneSized = MobileDetect.isPhoneSized(maxPhoneWidth);\n if (phoneSized === undefined) {\n cache.mobile = impl.FALLBACK_MOBILE;\n cache.tablet = cache.phone = null;\n } else if (phoneSized) {\n cache.mobile = cache.phone = impl.FALLBACK_PHONE;\n cache.tablet = null;\n } else {\n cache.mobile = cache.tablet = impl.FALLBACK_TABLET;\n cache.phone = null;\n }\n } else if (impl.isTabletFallback(userAgent)) {\n cache.mobile = cache.tablet = impl.FALLBACK_TABLET;\n cache.phone = null;\n } else {\n // not mobile at all!\n cache.mobile = cache.tablet = cache.phone = null;\n }\n };\n\n // t is a reference to a MobileDetect instance\n impl.mobileGrade = function (t) {\n // impl note:\n // To keep in sync w/ Mobile_Detect.php easily, the following code is tightly aligned to the PHP version.\n // When changes are made in Mobile_Detect.php, copy this method and replace:\n // $this-> / t.\n // self::MOBILE_GRADE_(.) / '$1'\n // , self::VERSION_TYPE_FLOAT / (nothing)\n // isIOS() / os('iOS')\n // [reg] / (nothing) <-- jsdelivr complaining about unescaped unicode character U+00AE\n var $isMobile = t.mobile() !== null;\n\n if (\n // Apple iOS 3.2-5.1 - Tested on the original iPad (4.3 / 5.0), iPad 2 (4.3), iPad 3 (5.1), original iPhone (3.1), iPhone 3 (3.2), 3GS (4.3), 4 (4.3 / 5.0), and 4S (5.1)\n t.os('iOS') && t.version('iPad')>=4.3 ||\n t.os('iOS') && t.version('iPhone')>=3.1 ||\n t.os('iOS') && t.version('iPod')>=3.1 ||\n\n // Android 2.1-2.3 - Tested on the HTC Incredible (2.2), original Droid (2.2), HTC Aria (2.1), Google Nexus S (2.3). Functional on 1.5 & 1.6 but performance may be sluggish, tested on Google G1 (1.5)\n // Android 3.1 (Honeycomb) - Tested on the Samsung Galaxy Tab 10.1 and Motorola XOOM\n // Android 4.0 (ICS) - Tested on a Galaxy Nexus. Note: transition performance can be poor on upgraded devices\n // Android 4.1 (Jelly Bean) - Tested on a Galaxy Nexus and Galaxy 7\n ( t.version('Android')>2.1 && t.is('Webkit') ) ||\n\n // Windows Phone 7-7.5 - Tested on the HTC Surround (7.0) HTC Trophy (7.5), LG-E900 (7.5), Nokia Lumia 800\n t.version('Windows Phone OS')>=7.0 ||\n\n // Blackberry 7 - Tested on BlackBerry Torch 9810\n // Blackberry 6.0 - Tested on the Torch 9800 and Style 9670\n t.is('BlackBerry') && t.version('BlackBerry')>=6.0 ||\n // Blackberry Playbook (1.0-2.0) - Tested on PlayBook\n t.match('Playbook.*Tablet') ||\n\n // Palm WebOS (1.4-2.0) - Tested on the Palm Pixi (1.4), Pre (1.4), Pre 2 (2.0)\n ( t.version('webOS')>=1.4 && t.match('Palm|Pre|Pixi') ) ||\n // Palm WebOS 3.0 - Tested on HP TouchPad\n t.match('hp.*TouchPad') ||\n\n // Firefox Mobile (12 Beta) - Tested on Android 2.3 device\n ( t.is('Firefox') && t.version('Firefox')>=12 ) ||\n\n // Chrome for Android - Tested on Android 4.0, 4.1 device\n ( t.is('Chrome') && t.is('AndroidOS') && t.version('Android')>=4.0 ) ||\n\n // Skyfire 4.1 - Tested on Android 2.3 device\n ( t.is('Skyfire') && t.version('Skyfire')>=4.1 && t.is('AndroidOS') && t.version('Android')>=2.3 ) ||\n\n // Opera Mobile 11.5-12: Tested on Android 2.3\n ( t.is('Opera') && t.version('Opera Mobi')>11 && t.is('AndroidOS') ) ||\n\n // Meego 1.2 - Tested on Nokia 950 and N9\n t.is('MeeGoOS') ||\n\n // Tizen (pre-release) - Tested on early hardware\n t.is('Tizen') ||\n\n // Samsung Bada 2.0 - Tested on a Samsung Wave 3, Dolphin browser\n // @todo: more tests here!\n t.is('Dolfin') && t.version('Bada')>=2.0 ||\n\n // UC Browser - Tested on Android 2.3 device\n ( (t.is('UC Browser') || t.is('Dolfin')) && t.version('Android')>=2.3 ) ||\n\n // Kindle 3 and Fire - Tested on the built-in WebKit browser for each\n ( t.match('Kindle Fire') ||\n t.is('Kindle') && t.version('Kindle')>=3.0 ) ||\n\n // Nook Color 1.4.1 - Tested on original Nook Color, not Nook Tablet\n t.is('AndroidOS') && t.is('NookTablet') ||\n\n // Chrome Desktop 11-21 - Tested on OS X 10.7 and Windows 7\n t.version('Chrome')>=11 && !$isMobile ||\n\n // Safari Desktop 4-5 - Tested on OS X 10.7 and Windows 7\n t.version('Safari')>=5.0 && !$isMobile ||\n\n // Firefox Desktop 4-13 - Tested on OS X 10.7 and Windows 7\n t.version('Firefox')>=4.0 && !$isMobile ||\n\n // Internet Explorer 7-9 - Tested on Windows XP, Vista and 7\n t.version('MSIE')>=7.0 && !$isMobile ||\n\n // Opera Desktop 10-12 - Tested on OS X 10.7 and Windows 7\n // @reference: http://my.opera.com/community/openweb/idopera/\n t.version('Opera')>=10 && !$isMobile\n\n ){\n return 'A';\n }\n\n if (\n t.os('iOS') && t.version('iPad')<4.3 ||\n t.os('iOS') && t.version('iPhone')<3.1 ||\n t.os('iOS') && t.version('iPod')<3.1 ||\n\n // Blackberry 5.0: Tested on the Storm 2 9550, Bold 9770\n t.is('Blackberry') && t.version('BlackBerry')>=5 && t.version('BlackBerry')<6 ||\n\n //Opera Mini (5.0-6.5) - Tested on iOS 3.2/4.3 and Android 2.3\n ( t.version('Opera Mini')>=5.0 && t.version('Opera Mini')<=6.5 &&\n (t.version('Android')>=2.3 || t.is('iOS')) ) ||\n\n // Nokia Symbian^3 - Tested on Nokia N8 (Symbian^3), C7 (Symbian^3), also works on N97 (Symbian^1)\n t.match('NokiaN8|NokiaC7|N97.*Series60|Symbian/3') ||\n\n // @todo: report this (tested on Nokia N71)\n t.version('Opera Mobi')>=11 && t.is('SymbianOS')\n ){\n return 'B';\n }\n\n if (\n // Blackberry 4.x - Tested on the Curve 8330\n t.version('BlackBerry')<5.0 ||\n // Windows Mobile - Tested on the HTC Leo (WinMo 5.2)\n t.match('MSIEMobile|Windows CE.*Mobile') || t.version('Windows Mobile')<=5.2\n\n ){\n return 'C';\n }\n\n //All older smartphone platforms and featurephones - Any device that doesn't support media queries\n //will receive the basic, C grade experience.\n return 'C';\n };\n\n impl.detectOS = function (ua) {\n return impl.findMatch(impl.mobileDetectRules.oss0, ua) ||\n impl.findMatch(impl.mobileDetectRules.oss, ua);\n };\n\n impl.getDeviceSmallerSide = function () {\n return window.screen.width < window.screen.height ?\n window.screen.width :\n window.screen.height;\n };\n\n /**\n * Constructor for MobileDetect object.\n *
\n * Such an object will keep a reference to the given user-agent string and cache most of the detect queries.
\n * \n *\n * @example \n * var md = new MobileDetect(window.navigator.userAgent);\n * if (md.mobile()) {\n * location.href = (md.mobileGrade() === 'A') ? '/mobile/' : '/lynx/';\n * }\n * \n *\n * @param {string} userAgent typically taken from window.navigator.userAgent or http_header['User-Agent']\n * @param {number} [maxPhoneWidth=600] only for browsers specify a value for the maximum\n * width of smallest device side (in logical \"CSS\" pixels) until a device detected as mobile will be handled\n * as phone.\n * This is only used in cases where the device cannot be classified as phone or tablet.
\n * See Declaring Tablet Layouts\n * for Android.
\n * If you provide a value < 0, then this \"fuzzy\" check is disabled.\n * @constructor\n * @global\n */\n function MobileDetect(userAgent, maxPhoneWidth) {\n this.ua = prepareUserAgent(userAgent);\n this._cache = {};\n //600dp is typical 7\" tablet minimum width\n this.maxPhoneWidth = maxPhoneWidth || 600;\n }\n\n MobileDetect.prototype = {\n constructor: MobileDetect,\n\n /**\n * Returns the detected phone or tablet type or null if it is not a mobile device.\n *
\n * For a list of possible return values see {@link MobileDetect#phone} and {@link MobileDetect#tablet}.
\n *
\n * If the device is not detected by the regular expressions from Mobile-Detect, a test is made against\n * the patterns of detectmobilebrowsers.com. If this test\n * is positive, a value of UnknownPhone, UnknownTablet or\n * UnknownMobile is returned.
\n * When used in browser, the decision whether phone or tablet is made based on screen.width/height.
\n *
\n * When used server-side (node.js), there is no way to tell the difference between UnknownTablet\n * and UnknownMobile, so you will get UnknownMobile here.
\n * Be aware that since v1.0.0 in this special case you will get UnknownMobile only for:\n * {@link MobileDetect#mobile}, not for {@link MobileDetect#phone} and {@link MobileDetect#tablet}.\n * In versions before v1.0.0 all 3 methods returned UnknownMobile which was tedious to use.\n *
\n * In most cases you will use the return value just as a boolean.\n *\n * @returns {String} the key for the phone family or tablet family, e.g. \"Nexus\".\n * @function MobileDetect#mobile\n */\n mobile: function () {\n impl.prepareDetectionCache(this._cache, this.ua, this.maxPhoneWidth);\n return this._cache.mobile;\n },\n\n /**\n * Returns the detected phone type/family string or null.\n *
\n * The returned tablet (family or producer) is one of following keys:
\n *
iPhone, BlackBerry, Pixel, HTC, Nexus, Dell, Motorola, Samsung, LG, Sony, Asus,\n * Xiaomi, NokiaLumia, Micromax, Palm, Vertu, Pantech, Fly, Wiko, iMobile,\n * SimValley, Wolfgang, Alcatel, Nintendo, Amoi, INQ, OnePlus, GenericPhone
\n *
\n * If the device is not detected by the regular expressions from Mobile-Detect, a test is made against\n * the patterns of detectmobilebrowsers.com. If this test\n * is positive, a value of UnknownPhone or UnknownMobile is returned.
\n * When used in browser, the decision whether phone or tablet is made based on screen.width/height.
\n *
\n * When used server-side (node.js), there is no way to tell the difference between UnknownTablet\n * and UnknownMobile, so you will get null here, while {@link MobileDetect#mobile}\n * will return UnknownMobile.
\n * Be aware that since v1.0.0 in this special case you will get UnknownMobile only for:\n * {@link MobileDetect#mobile}, not for {@link MobileDetect#phone} and {@link MobileDetect#tablet}.\n * In versions before v1.0.0 all 3 methods returned UnknownMobile which was tedious to use.\n *
\n * In most cases you will use the return value just as a boolean.\n *\n * @returns {String} the key of the phone family or producer, e.g. \"iPhone\"\n * @function MobileDetect#phone\n */\n phone: function () {\n impl.prepareDetectionCache(this._cache, this.ua, this.maxPhoneWidth);\n return this._cache.phone;\n },\n\n /**\n * Returns the detected tablet type/family string or null.\n *
\n * The returned tablet (family or producer) is one of following keys:
\n *
iPad, NexusTablet, GoogleTablet, SamsungTablet, Kindle, SurfaceTablet,\n * HPTablet, AsusTablet, BlackBerryTablet, HTCtablet, MotorolaTablet, NookTablet,\n * AcerTablet, ToshibaTablet, LGTablet, FujitsuTablet, PrestigioTablet,\n * LenovoTablet, DellTablet, YarvikTablet, MedionTablet, ArnovaTablet,\n * IntensoTablet, IRUTablet, MegafonTablet, EbodaTablet, AllViewTablet,\n * ArchosTablet, AinolTablet, NokiaLumiaTablet, SonyTablet, PhilipsTablet,\n * CubeTablet, CobyTablet, MIDTablet, MSITablet, SMiTTablet, RockChipTablet,\n * FlyTablet, bqTablet, HuaweiTablet, NecTablet, PantechTablet, BronchoTablet,\n * VersusTablet, ZyncTablet, PositivoTablet, NabiTablet, KoboTablet, DanewTablet,\n * TexetTablet, PlaystationTablet, TrekstorTablet, PyleAudioTablet, AdvanTablet,\n * DanyTechTablet, GalapadTablet, MicromaxTablet, KarbonnTablet, AllFineTablet,\n * PROSCANTablet, YONESTablet, ChangJiaTablet, GUTablet, PointOfViewTablet,\n * OvermaxTablet, HCLTablet, DPSTablet, VistureTablet, CrestaTablet,\n * MediatekTablet, ConcordeTablet, GoCleverTablet, ModecomTablet, VoninoTablet,\n * ECSTablet, StorexTablet, VodafoneTablet, EssentielBTablet, RossMoorTablet,\n * iMobileTablet, TolinoTablet, AudioSonicTablet, AMPETablet, SkkTablet,\n * TecnoTablet, JXDTablet, iJoyTablet, FX2Tablet, XoroTablet, ViewsonicTablet,\n * VerizonTablet, OdysTablet, CaptivaTablet, IconbitTablet, TeclastTablet,\n * OndaTablet, JaytechTablet, BlaupunktTablet, DigmaTablet, EvolioTablet,\n * LavaTablet, AocTablet, MpmanTablet, CelkonTablet, WolderTablet, MediacomTablet,\n * MiTablet, NibiruTablet, NexoTablet, LeaderTablet, UbislateTablet,\n * PocketBookTablet, KocasoTablet, HisenseTablet, Hudl, TelstraTablet,\n * GenericTablet
\n *
\n * If the device is not detected by the regular expressions from Mobile-Detect, a test is made against\n * the patterns of detectmobilebrowsers.com. If this test\n * is positive, a value of UnknownTablet or UnknownMobile is returned.
\n * When used in browser, the decision whether phone or tablet is made based on screen.width/height.
\n *
\n * When used server-side (node.js), there is no way to tell the difference between UnknownTablet\n * and UnknownMobile, so you will get null here, while {@link MobileDetect#mobile}\n * will return UnknownMobile.
\n * Be aware that since v1.0.0 in this special case you will get UnknownMobile only for:\n * {@link MobileDetect#mobile}, not for {@link MobileDetect#phone} and {@link MobileDetect#tablet}.\n * In versions before v1.0.0 all 3 methods returned UnknownMobile which was tedious to use.\n *
\n * In most cases you will use the return value just as a boolean.\n *\n * @returns {String} the key of the tablet family or producer, e.g. \"SamsungTablet\"\n * @function MobileDetect#tablet\n */\n tablet: function () {\n impl.prepareDetectionCache(this._cache, this.ua, this.maxPhoneWidth);\n return this._cache.tablet;\n },\n\n /**\n * Returns the (first) detected user-agent string or null.\n *
\n * The returned user-agent is one of following keys:
\n *
Chrome, Dolfin, Opera, Skyfire, Edge, IE, Firefox, Bolt, TeaShark, Blazer,\n * Safari, WeChat, UCBrowser, baiduboxapp, baidubrowser, DiigoBrowser, Mercury,\n * ObigoBrowser, NetFront, GenericBrowser, PaleMoon
\n *
\n * In most cases calling {@link MobileDetect#userAgent} will be sufficient. But there are rare\n * cases where a mobile device pretends to be more than one particular browser. You can get the\n * list of all matches with {@link MobileDetect#userAgents} or check for a particular value by\n * providing one of the defined keys as first argument to {@link MobileDetect#is}.\n *\n * @returns {String} the key for the detected user-agent or null\n * @function MobileDetect#userAgent\n */\n userAgent: function () {\n if (this._cache.userAgent === undefined) {\n this._cache.userAgent = impl.findMatch(impl.mobileDetectRules.uas, this.ua);\n }\n return this._cache.userAgent;\n },\n\n /**\n * Returns all detected user-agent strings.\n *
\n * The array is empty or contains one or more of following keys:
\n *
Chrome, Dolfin, Opera, Skyfire, Edge, IE, Firefox, Bolt, TeaShark, Blazer,\n * Safari, WeChat, UCBrowser, baiduboxapp, baidubrowser, DiigoBrowser, Mercury,\n * ObigoBrowser, NetFront, GenericBrowser, PaleMoon
\n *
\n * In most cases calling {@link MobileDetect#userAgent} will be sufficient. But there are rare\n * cases where a mobile device pretends to be more than one particular browser. You can get the\n * list of all matches with {@link MobileDetect#userAgents} or check for a particular value by\n * providing one of the defined keys as first argument to {@link MobileDetect#is}.\n *\n * @returns {Array} the array of detected user-agent keys or []\n * @function MobileDetect#userAgents\n */\n userAgents: function () {\n if (this._cache.userAgents === undefined) {\n this._cache.userAgents = impl.findMatches(impl.mobileDetectRules.uas, this.ua);\n }\n return this._cache.userAgents;\n },\n\n /**\n * Returns the detected operating system string or null.\n *
\n * The operating system is one of following keys:
\n *
AndroidOS, BlackBerryOS, PalmOS, SymbianOS, WindowsMobileOS, WindowsPhoneOS,\n * iOS, iPadOS, SailfishOS, MeeGoOS, MaemoOS, JavaOS, webOS, badaOS, BREWOS
\n *\n * @returns {String} the key for the detected operating system.\n * @function MobileDetect#os\n */\n os: function () {\n if (this._cache.os === undefined) {\n this._cache.os = impl.detectOS(this.ua);\n }\n return this._cache.os;\n },\n\n /**\n * Get the version (as Number) of the given property in the User-Agent.\n *
\n * Will return a float number. (eg. 2_0 will return 2.0, 4.3.1 will return 4.31)\n *\n * @param {String} key a key defining a thing which has a version.
\n * You can use one of following keys:
\n *
Mobile, Build, Version, VendorID, iPad, iPhone, iPod, Kindle, Chrome, Coast,\n * Dolfin, Firefox, Fennec, Edge, IE, NetFront, NokiaBrowser, Opera, Opera Mini,\n * Opera Mobi, UCBrowser, MQQBrowser, MicroMessenger, baiduboxapp, baidubrowser,\n * SamsungBrowser, Iron, Safari, Skyfire, Tizen, Webkit, PaleMoon,\n * SailfishBrowser, Gecko, Trident, Presto, Goanna, iOS, Android, Sailfish,\n * BlackBerry, BREW, Java, Windows Phone OS, Windows Phone, Windows CE, Windows\n * NT, Symbian, webOS
\n *\n * @returns {Number} the version as float or NaN if User-Agent doesn't contain this version.\n * Be careful when comparing this value with '==' operator!\n * @function MobileDetect#version\n */\n version: function (key) {\n return impl.getVersion(key, this.ua);\n },\n\n /**\n * Get the version (as String) of the given property in the User-Agent.\n *
\n *\n * @param {String} key a key defining a thing which has a version.
\n * You can use one of following keys:
\n *
Mobile, Build, Version, VendorID, iPad, iPhone, iPod, Kindle, Chrome, Coast,\n * Dolfin, Firefox, Fennec, Edge, IE, NetFront, NokiaBrowser, Opera, Opera Mini,\n * Opera Mobi, UCBrowser, MQQBrowser, MicroMessenger, baiduboxapp, baidubrowser,\n * SamsungBrowser, Iron, Safari, Skyfire, Tizen, Webkit, PaleMoon,\n * SailfishBrowser, Gecko, Trident, Presto, Goanna, iOS, Android, Sailfish,\n * BlackBerry, BREW, Java, Windows Phone OS, Windows Phone, Windows CE, Windows\n * NT, Symbian, webOS
\n *\n * @returns {String} the \"raw\" version as String or null if User-Agent doesn't contain this version.\n *\n * @function MobileDetect#versionStr\n */\n versionStr: function (key) {\n return impl.getVersionStr(key, this.ua);\n },\n\n /**\n * Global test key against userAgent, os, phone, tablet and some other properties of userAgent string.\n *\n * @param {String} key the key (case-insensitive) of a userAgent, an operating system, phone or\n * tablet family.
\n * For a complete list of possible values, see {@link MobileDetect#userAgent},\n * {@link MobileDetect#os}, {@link MobileDetect#phone}, {@link MobileDetect#tablet}.
\n * Additionally you have following keys:
\n *
Bot, MobileBot, DesktopMode, TV, WebKit, Console, Watch
\n *\n * @returns {boolean} true when the given key is one of the defined keys of userAgent, os, phone,\n * tablet or one of the listed additional keys, otherwise false\n * @function MobileDetect#is\n */\n is: function (key) {\n return containsIC(this.userAgents(), key) ||\n equalIC(key, this.os()) ||\n equalIC(key, this.phone()) ||\n equalIC(key, this.tablet()) ||\n containsIC(impl.findMatches(impl.mobileDetectRules.utils, this.ua), key);\n },\n\n /**\n * Do a quick test against navigator::userAgent.\n *\n * @param {String|RegExp} pattern the pattern, either as String or RegExp\n * (a string will be converted to a case-insensitive RegExp).\n * @returns {boolean} true when the pattern matches, otherwise false\n * @function MobileDetect#match\n */\n match: function (pattern) {\n if (!(pattern instanceof RegExp)) {\n pattern = new RegExp(pattern, 'i');\n }\n return pattern.test(this.ua);\n },\n\n /**\n * Checks whether the mobile device can be considered as phone regarding screen.width.\n *
\n * Obviously this method makes sense in browser environments only (not for Node.js)!\n * @param {number} [maxPhoneWidth] the maximum logical pixels (aka. CSS-pixels) to be considered as phone.
\n * The argument is optional and if not present or falsy, the value of the constructor is taken.\n * @returns {boolean|undefined} undefined if screen size wasn't detectable, else true\n * when screen.width is less or equal to maxPhoneWidth, otherwise false.
\n * Will always return undefined server-side.\n */\n isPhoneSized: function (maxPhoneWidth) {\n return MobileDetect.isPhoneSized(maxPhoneWidth || this.maxPhoneWidth);\n },\n\n /**\n * Returns the mobile grade ('A', 'B', 'C').\n *\n * @returns {String} one of the mobile grades ('A', 'B', 'C').\n * @function MobileDetect#mobileGrade\n */\n mobileGrade: function () {\n if (this._cache.grade === undefined) {\n this._cache.grade = impl.mobileGrade(this);\n }\n return this._cache.grade;\n }\n };\n\n // environment-dependent\n if (typeof window !== 'undefined' && window.screen) {\n MobileDetect.isPhoneSized = function (maxPhoneWidth) {\n return maxPhoneWidth < 0 ? undefined : impl.getDeviceSmallerSide() <= maxPhoneWidth;\n };\n } else {\n MobileDetect.isPhoneSized = function () {};\n }\n\n // should not be replaced by a completely new object - just overwrite existing methods\n MobileDetect._impl = impl;\n \n MobileDetect.version = '1.4.5 2021-03-13';\n\n return MobileDetect;\n}); // end of call of define()\n})((function (undefined) {\n if ( true && module.exports) {\n return function (factory) { module.exports = factory(); };\n } else if (true) {\n return __webpack_require__.amdD;\n } else {}\n})());\n\n//# sourceURL=webpack://shelves/./node_modules/mobile-detect/mobile-detect.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/glsl/persp-type-part.glsl":
+/*!***********************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/glsl/persp-type-part.glsl ***!
+ \***********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (\"if(isPerspective) {\\r\\n if (perspType == 2) { // no persp\\r\\n scale *= - mvPosition.z;\\r\\n } else if (perspType == 3) { // near far persp\\r\\n float mz = - mvPosition.z;\\r\\n scale *= mz;\\r\\n if(mz <= no_persp_near) {\\r\\n //scale *= 1;\\r\\n } else if(mz <= no_persp_far) {\\r\\n // near-far -> 1, no_persp_far_scale\\r\\n scale *= 1. + (mz - no_persp_near)/(no_persp_far - no_persp_near) * (no_persp_far_scale - 1.);\\r\\n } else {\\r\\n scale *= no_persp_far_scale;\\r\\n }\\r\\n }\\r\\n}\");\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/glsl/persp-type-part.glsl?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/assets/prefab-20220620.gltf":
+/*!*********************************************************!*\
+ !*** ./src/crossyo/shelves/assets/prefab-20220620.gltf ***!
+ \*********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (\"{\\n \\\"asset\\\" : {\\n \\\"generator\\\" : \\\"Khronos glTF Blender I/O v1.8.19\\\",\\n \\\"version\\\" : \\\"2.0\\\"\\n },\\n \\\"extensionsUsed\\\" : [\\n \\\"KHR_materials_clearcoat\\\"\\n ],\\n \\\"scene\\\" : 0,\\n \\\"scenes\\\" : [\\n {\\n \\\"name\\\" : \\\"Scene\\\",\\n \\\"nodes\\\" : [\\n 0,\\n 1,\\n 2\\n ]\\n }\\n ],\\n \\\"nodes\\\" : [\\n {\\n \\\"mesh\\\" : 0,\\n \\\"name\\\" : \\\"box-bottom-center\\\"\\n },\\n {\\n \\\"mesh\\\" : 1,\\n \\\"name\\\" : \\\"logo\\\",\\n \\\"translation\\\" : [\\n 1.5,\\n 0,\\n 0\\n ]\\n },\\n {\\n \\\"mesh\\\" : 2,\\n \\\"name\\\" : \\\"sign\\\",\\n \\\"translation\\\" : [\\n 1,\\n 0,\\n 0\\n ]\\n }\\n ],\\n \\\"materials\\\" : [\\n {\\n \\\"alphaMode\\\" : 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}\\n ]\\n}\\n\");\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/assets/prefab-20220620.gltf?");
+
+/***/ }),
+
+/***/ "./src-kutsi-red-valley/crossyo/kutsi/o3d/TextPlaneSprite.js":
+/*!*******************************************************************!*\
+ !*** ./src-kutsi-red-valley/crossyo/kutsi/o3d/TextPlaneSprite.js ***!
+ \*******************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"TextPlaneSprite\": () => (/* binding */ TextPlaneSprite)\n/* harmony export */ });\n/* harmony import */ var _TextSprite__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./TextSprite */ \"./src-kutsi-red-valley/crossyo/kutsi/o3d/TextSprite.js\");\n\r\n\r\n\r\n\r\nclass TextPlaneSpriteMaterial extends _TextSprite__WEBPACK_IMPORTED_MODULE_0__.TextSpriteMaterial {\r\n\r\n constructor(param0, param) {\r\n super(param0, param)\r\n }\r\n\r\n replace_vertex_shader_(so) {\r\n\r\n so.vertexShader = `\r\n\r\n uniform float rotation;\r\n uniform vec2 center;\r\n \r\n uniform int perspType;\r\n uniform float no_persp_near;\r\n uniform float no_persp_far;\r\n uniform float no_persp_far_scale;\r\n #include \r\n \r\n #include \r\n #include \r\n #include \r\n #include \r\n void main() {\r\n #include \r\n /*\r\n vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\r\n vec2 scale;\r\n scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\r\n scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\r\n #ifndef USE_SIZEATTENUATION\r\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\r\n \r\n if(isPerspective) {\r\n if (perspType == 2) { // no persp\r\n scale *= - mvPosition.z;\r\n } else if (perspType == 3) { // near far persp\r\n float mz = - mvPosition.z;\r\n scale *= mz;\r\n if(mz <= no_persp_near) {\r\n //scale *= 1;\r\n } else if(mz <= no_persp_far) {\r\n // near-far -> 1, no_persp_far_scale\r\n scale *= 1. + (mz - no_persp_near)/(no_persp_far - no_persp_near) * (no_persp_far_scale - 1.);\r\n } else {\r\n scale *= no_persp_far_scale;\r\n }\r\n }\r\n }\r\n \r\n #endif\r\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\r\n vec2 rotatedPosition;\r\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\r\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\r\n mvPosition.xy += rotatedPosition;\r\n \r\n gl_Position = projectionMatrix * mvPosition;\r\n */\r\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\r\n \r\n #include \r\n #include \r\n #include \r\n }\r\n \r\n `\r\n }\r\n\r\n // cache key 源自于此,需要重写一下\r\n onBeforeCompile(so, renderer) {\r\n super.onBeforeCompile(so, renderer)\r\n }\r\n\r\n\r\n}\r\n\r\n// #20220621 for shelves v3, easy than plane mesh and compatible\r\n// param: { noPerspScale: .05 } 或者自己缩放旋转即可!\r\nclass TextPlaneSprite extends _TextSprite__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n constructor(param0, param) {\r\n super(param0, Object.assign({\r\n clzMaterial_: TextPlaneSpriteMaterial\r\n }, param))\r\n }\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi-red-valley/crossyo/kutsi/o3d/TextPlaneSprite.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi-red-valley/crossyo/kutsi/o3d/TextSprite.js":
+/*!**************************************************************!*\
+ !*** ./src-kutsi-red-valley/crossyo/kutsi/o3d/TextSprite.js ***!
+ \**************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"TextSpriteMaterial\": () => (/* binding */ TextSpriteMaterial),\n/* harmony export */ \"default\": () => (/* binding */ TextSprite)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! kutsi/util/MathUtil */ \"./src-kutsi/crossyo/kutsi/util/MathUtil.js\");\n/* harmony import */ var kutsi_util_PerspUtil__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi/util/PerspUtil */ \"./src-kutsi/crossyo/kutsi/util/PerspUtil.js\");\n/* harmony import */ var kutsi_glsl_persp_type_part_glsl__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! kutsi/glsl/persp-type-part.glsl */ \"./src-kutsi/crossyo/kutsi/glsl/persp-type-part.glsl\");\n\r\n\r\n\r\n\r\n\r\n\r\n// TODO 不包括wx部分\r\nlet ctx_measure_ = null\r\nconst measure_ = (font, txt, is_wx, canvas2) => {\r\n if (!ctx_measure_) {\r\n if (!is_wx) {\r\n let canvas = document.createElement('canvas')\r\n ctx_measure_ = canvas.getContext('2d')\r\n } else {\r\n ctx_measure_ = canvas2.getContext('2d')\r\n }\r\n }\r\n ctx_measure_.font = font\r\n return ctx_measure_.measureText(txt)\r\n}\r\n\r\nclass TextSpriteMaterial extends three__WEBPACK_IMPORTED_MODULE_3__.SpriteMaterial {\r\n constructor(param0, param) {\r\n\r\n super(Object.assign({\r\n // map: get_tex_(),\r\n color: 0x000000, // background!\r\n opacity: .6,\r\n toneMapped: false,\r\n depthWrite: false,\r\n depthTest: false,\r\n }, param0))\r\n\r\n this.param_ = param\r\n\r\n this.sizeAttenuation = this.param_.perspType == kutsi_util_PerspUtil__WEBPACK_IMPORTED_MODULE_1__.PerspType.Persp\r\n\r\n const draw_ = (ctx, w, h, font) => {\r\n\r\n ctx.clearRect(0, 0, w, h)\r\n ctx.font = font\r\n ctx.fillStyle = 'rgba(255,255,255,1)'\r\n ctx.fillText(param.text, param.margin, param.fontSize)\r\n\r\n }\r\n\r\n let w0 = param.measure_.width + param.margin + param.margin\r\n let w = (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_0__.ceilPowerOfTwo)(w0)\r\n this.scale_u_ = w0 / w\r\n let h = (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_0__.ceilPowerOfTwo)(param.fontSize + param.margin + param.margin)\r\n\r\n // console.log('', param.text)\r\n // console.log('est w x h:', w, h)\r\n\r\n let ctx = null\r\n\r\n if (!param.is_wx_) {\r\n let canvas = document.createElement('canvas')\r\n canvas.width = w\r\n canvas.height = h\r\n // canvas.style.width = `${w}px`\r\n // canvas.style.height = `${h}px`\r\n\r\n ctx = canvas.getContext('2d')\r\n\r\n draw_(ctx, w, h, param.font_)\r\n\r\n // { // test\r\n // canvas.style.position = 'absolute'\r\n // document.body.appendChild(canvas)\r\n // }\r\n\r\n let tex = new three__WEBPACK_IMPORTED_MODULE_3__.CanvasTexture(canvas)\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_3__.sRGBEncoding\r\n // tex.minFilter = LinearFilter\r\n // tex.magFilter = LinearFilter\r\n tex.needsUpdate = true\r\n\r\n // console.log(tex)\r\n this.map = tex\r\n\r\n } else {\r\n\r\n // let canvas = wx.createOffscreenCanvas({ type: '2d', width: w, height: h })\r\n // console.log('wx canvas', canvas)\r\n // setTimeout(() => {\r\n\r\n // ctx = canvas.getContext('2d')\r\n // // Unhandled promise rejection ReferenceError: ctx is not defined\r\n // // setTimeout -> ctx is not defined!\r\n // console.log('wx ctx', ctx)\r\n\r\n // }, 0)\r\n\r\n let canvas = param.canvas2__\r\n canvas.width = w\r\n canvas.height = h\r\n // console.log(canvas)\r\n\r\n ctx = canvas.getContext('2d')\r\n\r\n draw_(ctx, w, h, param.font_)\r\n\r\n // wx.canvasGetImageData({\r\n // // 'canvas2'\r\n // canvasId: canvas._canvasId, // it's really a joke API, sb wx!\r\n // x: 0,\r\n // y: 0,\r\n // width: w,\r\n // height: h,\r\n // success(res) {\r\n // console.log('xxxxxxxxxxxxxx', res)\r\n // }\r\n // })\r\n\r\n // console.log(canvas.toDataURL('image/png')) // OK\r\n // console.log(canvas.createImage()) // return
\r\n\r\n let tex = new three__WEBPACK_IMPORTED_MODULE_3__.TextureLoader().load(canvas.toDataURL('image/png'))\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_3__.sRGBEncoding\r\n // console.log(tex)\r\n\r\n // let tex = new CanvasTexture(canvas)\r\n // tex.minFilter = LinearFilter\r\n // tex.magFilter = LinearFilter\r\n // tex.needsUpdate = true\r\n // console.log(tex)\r\n\r\n this.map = tex\r\n\r\n }\r\n\r\n // this.uvt2_ = new Matrix3()\r\n // this.uvt2_.setUvTransform(\r\n // tex_col * .5, 1 - 32 / 1024 * (tex_row + 1) - 6 / 1024,\r\n // (32 - 3) * text_count / 1024, 32 / 1024,\r\n // 0, 0, 0)\r\n\r\n this.update_text_ = txt => {\r\n // console.log('update_text_', txt)\r\n this.param_.text = txt\r\n draw_(ctx, w, h, param.font_)\r\n this.map.needsUpdate = true\r\n }\r\n\r\n }\r\n\r\n replace_vertex_shader_(so) {\r\n so.vertexShader = so.vertexShader.replace('#include ', `\r\n uniform int perspType;\r\n uniform float no_persp_near;\r\n uniform float no_persp_far;\r\n uniform float no_persp_far_scale;\r\n #include \r\n `);\r\n\r\n so.vertexShader = so.vertexShader.replace('if ( isPerspective ) scale *= - mvPosition.z;', `\r\n ${kutsi_glsl_persp_type_part_glsl__WEBPACK_IMPORTED_MODULE_2__[\"default\"]}\r\n `)\r\n }\r\n\r\n onBeforeCompile(so, renderer) {\r\n // console.log(so)\r\n so.uniforms.textColor = {\r\n value: new three__WEBPACK_IMPORTED_MODULE_3__.Color(this.param_.textColor)\r\n }\r\n so.uniforms.scale_u = {\r\n value: this.scale_u_\r\n }\r\n\r\n so.uniforms.perspType = {\r\n value: this.param_.perspType\r\n }\r\n\r\n so.uniforms.no_persp_near = {\r\n value: this.param_.no_persp_near\r\n }\r\n\r\n so.uniforms.no_persp_far = {\r\n value: this.param_.no_persp_far\r\n }\r\n\r\n so.uniforms.no_persp_far_scale = {\r\n value: this.param_.no_persp_far_scale\r\n }\r\n\r\n this.replace_vertex_shader_(so)\r\n // console.log(so.vertexShader)\r\n\r\n so.fragmentShader = so.fragmentShader.replace('#include ', `\r\n #include \r\n uniform vec3 textColor;\r\n uniform float scale_u;\r\n `)\r\n\r\n // 说明:>= 0.137.0 map_fragement.glsl.js改写,取消mapTexelToLinear\r\n // https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js\r\n const inline_sRGB_decode = parseInt(three__WEBPACK_IMPORTED_MODULE_3__.REVISION) >= 137 ? '' : 'texelColor509 = mapTexelToLinear( texelColor509 );'\r\n\r\n so.fragmentShader = so.fragmentShader.replace('#include ', `\r\n // #include \r\n \r\n vec4 texelColor509 = texture2D( map, vUv * vec2(scale_u, 1.)); // text\r\n ${inline_sRGB_decode}\r\n // diffuseColor.xyz = mix( diffuseColor.xyz, textColor, texelColor509.w);\r\n diffuseColor = mix( diffuseColor, vec4(textColor, 1.), texelColor509.w);\r\n `)\r\n\r\n // console.log(so.fragmentShader)\r\n }\r\n\r\n}\r\n\r\n// #20220117,不同于red valley中的偏移版本,由bubble sprite与pamir map中的LabelO3d合写而成\r\n// #20220302,shelves,three@0.137.5 出现 shader 错误\r\nclass TextSprite extends three__WEBPACK_IMPORTED_MODULE_3__.Sprite {\r\n\r\n constructor(param0, param) {\r\n\r\n param = Object.assign({\r\n text: '新炊间黄粱',\r\n\r\n textColor: 0xffffff,\r\n\r\n fontSize: 24,\r\n margin: 4,\r\n\r\n is_wx_: false,\r\n canvas2__: null, // for wx!\r\n\r\n center_x: .5,\r\n center_y: 0,\r\n\r\n perspType: kutsi_util_PerspUtil__WEBPACK_IMPORTED_MODULE_1__.PerspType.NoPersp,\r\n no_persp_near: 100,\r\n no_persp_far: 400,\r\n no_persp_far_scale: .618,\r\n\r\n noPerspScale: .0185,\r\n\r\n // #20220621, for shelves v3 / TextPlaneSprite\r\n clzMaterial_: TextSpriteMaterial\r\n }, param)\r\n\r\n param.font_ = `normal 100 ${param.fontSize}px Microsoft YaHei`\r\n param.measure_ = measure_(param.font_, param.text, param.is_wx_, param.canvas2__)\r\n let w = param.measure_.width + param.margin + param.margin\r\n let h = param.fontSize + param.margin + param.margin\r\n\r\n super(new param.clzMaterial_(param0, param))\r\n\r\n if (param.perspType == kutsi_util_PerspUtil__WEBPACK_IMPORTED_MODULE_1__.PerspType.Persp) {\r\n this.scale.set(100, 100, 1)\r\n } else {\r\n // NoPersp, NearFarPersp\r\n // let s = .0185\r\n let s = param.noPerspScale\r\n this.scale.set(s * w / h, s, 1)\r\n }\r\n\r\n // this.center.set(.5, -.25)\r\n this.center.set(param.center_x, param.center_y)\r\n }\r\n\r\n // #20220909, for hvac\r\n updateText(txt) {\r\n this.material.update_text_(txt)\r\n }\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi-red-valley/crossyo/kutsi/o3d/TextSprite.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi-shelves/crossyo/kutsi/controls/ElasticFreeLookControls.js":
+/*!*****************************************************************************!*\
+ !*** ./src-kutsi-shelves/crossyo/kutsi/controls/ElasticFreeLookControls.js ***!
+ \*****************************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ ElasticFreeLookControls)\n/* harmony export */ });\n/* harmony import */ var kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! kutsi/controls/BaseControls */ \"./src-kutsi/crossyo/kutsi/controls/BaseControls.js\");\n/* harmony import */ var _FreeLookTurnControls__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./FreeLookTurnControls */ \"./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookTurnControls.js\");\n/* harmony import */ var kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! kutsi/util/MathUtil */ \"./src-kutsi/crossyo/kutsi/util/MathUtil.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n// import FreeLookControls from './FreeLookControls'\r\n\r\n\r\n\r\n\r\n\r\n/*\r\nshelves 示例\r\n\r\nnew ElasticFreeLookControls (this.camera_, this.renderer_.domElement, {\r\n lookDirection: -1, // 方向\r\n elasticDirection: target,\r\n zoomResetFunction: e => {\r\n return e.object.zoomFov\r\n },\r\n zoomFunction: e => {\r\n e.object.zoomFov = e.zoom2\r\n },\r\n zoomMin: .5,\r\n zoomMax: 1,\r\n})\r\n\r\nBaseControls\r\n\tPointerBaseControls / Pointers\r\n\t\tFreeLookControls\r\n\t\t\tElasticFreeLookControls\r\n\r\n*/\r\nclass ElasticFreeLookControls extends _FreeLookTurnControls__WEBPACK_IMPORTED_MODULE_1__.FreeLookTurnControls {\r\n\r\n constructor(object, domElement, opts) {\r\n super(object, domElement, opts)\r\n this.elDir_ = null;\r\n if (this.opts_.elasticDirection) {\r\n this.elasticDirection = this.opts_.elasticDirection\r\n }\r\n this.EL_COUNTDOWN_ = 1; //s\r\n }\r\n\r\n set elasticDirection(v) {\r\n this.elDir_ = v;\r\n if (v) {\r\n this.elOri_ = this.to_ori__(v);\r\n } else {\r\n this.elOri_ = null;\r\n }\r\n }\r\n\r\n get elasticDirection() {\r\n return this.elDir_;\r\n }\r\n\r\n update(delta) {\r\n\r\n if (!this.enabled_) {\r\n return\r\n }\r\n\r\n if (this.hasState(kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_0__.STATE.LOOK)) {\r\n this.update_quat_()\r\n } else {\r\n if (this.el_countdown_ > 0 && this.elOri_) {\r\n this.el_countdown_ -= delta\r\n var ut = (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_2__.easeOutQuad)(1 - Math.max(0, this.el_countdown_) / this.EL_COUNTDOWN_, 0, 1, 1)\r\n // 0 ~ 1\r\n this.ori_.y = three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.lerp(this.eflc_look_end_ori_.y, this.elOri_.y, ut)\r\n this.ori_.x = three__WEBPACK_IMPORTED_MODULE_3__.MathUtils.lerp(this.eflc_look_end_ori_.x, this.elOri_.x, ut)\r\n this.update_quat_()\r\n }\r\n }\r\n\r\n }\r\n\r\n // ---------------------------------------------------------------------------\r\n // private \r\n\r\n flc_look_end_() {\r\n this.eflc_look_end_ori_ = {\r\n y: this.ori_.y,\r\n x: this.ori_.x,\r\n };\r\n this.el_countdown_ = this.EL_COUNTDOWN_;\r\n super.flc_look_end_();\r\n }\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi-shelves/crossyo/kutsi/controls/ElasticFreeLookControls.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookControls.js":
+/*!**********************************************************************!*\
+ !*** ./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookControls.js ***!
+ \**********************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"fovZoomFunction\": () => (/* binding */ fovZoomFunction),\n/* harmony export */ \"fovZoomResetFunction\": () => (/* binding */ fovZoomResetFunction)\n/* harmony export */ });\n/* harmony import */ var _PointerBaseControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./PointerBaseControls */ \"./src-kutsi-shelves/crossyo/kutsi/controls/PointerBaseControls.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi/controls/BaseControls */ \"./src-kutsi/crossyo/kutsi/controls/BaseControls.js\");\n\r\n\r\n\r\n\r\n\r\n// import { runtime } from 'kutsi/runtime'\r\n\r\n/**\r\n * @class\r\n * @extends PointersBaseControls\r\n * @memberof module:pamir_base\r\n */\r\nclass FreeLookControls extends _PointerBaseControls__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n constructor(object, domElement, opts) {\r\n super(object, domElement, opts)\r\n\r\n this.opts_ = Object.assign({\r\n lookDirection: 1,// #20220228, 1(like orbit direction!) or -1\r\n lookSpeed: 1, // #20220302\r\n zoomResetFunction: null, //\r\n zoomFunction: null, // ()=>{} or fovZoomFunction\r\n zoomMin: 1e-3,\r\n zoomMax: 1e3,\r\n }, opts)\r\n\r\n this.quat_ = {\r\n x: new three__WEBPACK_IMPORTED_MODULE_2__.Quaternion(),\r\n y: new three__WEBPACK_IMPORTED_MODULE_2__.Quaternion()\r\n }\r\n this.xvec_ = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3(1, 0, 0)\r\n this.yvec_ = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3(0, 1, 0)\r\n this.ori_ = {\r\n x: 0,\r\n y: 0\r\n }\r\n this.target_ = null\r\n\r\n }\r\n\r\n set lookSpeed(v) {\r\n this.opts_.lookSpeed = v\r\n }\r\n\r\n get lookSpeed() {\r\n return this.opts_.lookSpeed\r\n }\r\n\r\n update(delta) {\r\n\r\n if (!this.enabled_) {\r\n return;\r\n }\r\n\r\n if (this.hasState(kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.LOOK)) {\r\n this.update_quat_()\r\n }\r\n\r\n }\r\n\r\n get target() { // 可能会用到!\r\n if (this.target_) {\r\n return this.target_\r\n } else {\r\n // console.log('get target is none! calc', new Vector3().addVectors(this.object_.position, this.direction));\r\n return new three__WEBPACK_IMPORTED_MODULE_2__.Vector3().addVectors(this.object_.position, this.direction)\r\n }\r\n }\r\n\r\n set target(v) {\r\n // console.log('#### FreeLookControls set target', v)\r\n this.target_ = v\r\n var dpos = new three__WEBPACK_IMPORTED_MODULE_2__.Vector3().subVectors(v, this.object_.position)\r\n if (dpos.lengthSq() < 0.00001) {\r\n return\r\n }\r\n // this.ori_.y = -Math.atan2(dpos.x, -dpos.z); // Yaw\r\n // // #20180908,Samuel,E,Pitch\r\n // this.ori_.x = Math.atan2(dpos.y, Math.sqrt(dpos.x * dpos.x + dpos.z * dpos.z))\r\n // // console.log('FreeLook set target', v, dpos, this.ori_)\r\n this.ori_ = this.to_ori__(dpos)\r\n this.update_quat_()\r\n }\r\n\r\n get direction() {\r\n return new three__WEBPACK_IMPORTED_MODULE_2__.Vector3(0, 0, -1).applyQuaternion(this.object_.quaternion)\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // override\r\n\r\n reset() {\r\n super.reset()\r\n if (this.target0) {\r\n this.target = this.target0.clone()\r\n }\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n\r\n pbc_reset__() {\r\n this.flc_shared_ = {\r\n look_xy: null,\r\n zoom: 1,\r\n zoom2: 1,\r\n p2: null,\r\n p2_dist: 0,\r\n }\r\n if (this.opts_.zoomResetFunction) {\r\n this.flc_shared_.zoom = this.flc_shared_.zoom2 = this.opts_.zoomResetFunction({ object: this.object_ })\r\n }\r\n }\r\n pbc_down__(event) {\r\n if (event.button == 0) {\r\n event.preventDefault()\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.LOOK\r\n this.flc_shared_.look_xy = new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(event.offsetX, event.offsetY)\r\n this.flc_look_begin_(this.flc_shared_.look_xy)\r\n }\r\n }\r\n pbc_touch_start__(event, po) {\r\n if (po._pointers.length == 1) {\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.LOOK\r\n let pp0 = po._pointers[0]\r\n this.flc_shared_.look_xy = new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(pp0.offsetX, pp0.offsetY)\r\n this.flc_look_begin_(this.flc_shared_.look_xy)\r\n } else { // >= 2\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.ZOOM\r\n let p2 = [\r\n new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(po._pointers[0].offsetX, po._pointers[0].offsetY),\r\n new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(po._pointers[1].offsetX, po._pointers[1].offsetY)\r\n ]\r\n this.flc_shared_.p2_dist = p2[0].distanceTo(p2[1])\r\n this.flc_shared_.p2 = p2\r\n this.flc_shared_.zoom2 = this.flc_shared_.zoom\r\n this.flc_zoom_begin_()\r\n }\r\n }\r\n pbc_move__(event) {\r\n if (this.flc_shared_.look_xy) {\r\n this.flc_look_move_(this.flc_shared_.look_xy, new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(event.offsetX, event.offsetY))\r\n }\r\n }\r\n pbc_touch_move__(event, po) {\r\n if (this.state_ != kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.NONE) {\r\n if (po._pointers.length == 1) {\r\n this.flc_look_move_(this.flc_shared_.look_xy, new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(event.offsetX, event.offsetY))\r\n } else { // >= 2\r\n\r\n let p2n = [\r\n new three__WEBPACK_IMPORTED_MODULE_2__.Vector2(event.offsetX, event.offsetY),\r\n po.getSecondPointerPosition(event),\r\n ]\r\n let dist = p2n[0].distanceTo(p2n[1])\r\n // console.log(this.flc_shared_.p2_dist, dist)\r\n this.flc_shared_.zoom2 = this.flc_shared_.zoom * this.flc_shared_.p2_dist / dist\r\n this.flc_zoom_move_(this.flc_shared_.zoom, this.flc_shared_.zoom2)\r\n }\r\n }\r\n }\r\n ptc_up__(event) {\r\n this.flc_shared_.look_xy = null\r\n this.flc_look_end_()\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.NONE\r\n }\r\n pbc_touch_end__(event, po) {\r\n // console.log('pbc_touch_end__', event, po, po._pointers.length)\r\n if (po._pointers.length == 0) {\r\n this.flc_shared_.look_xy = null\r\n this.flc_look_end_()\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.NONE\r\n } else if (po._pointers.length == 1) {\r\n this.flc_shared_.zoom = this.flc_shared_.zoom2\r\n this.flc_zoom_end_()\r\n // this.state_ = STATE.LOOK // 容易产生尾迹\r\n this.state_ = kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_1__.STATE.NONE\r\n }\r\n }\r\n\r\n update_enabled_() {\r\n super.update_enabled_()\r\n if (!this.wheel_) {\r\n this.wheel_ = event => {\r\n event.preventDefault()\r\n let dz = 0\r\n switch (event.deltaMode) {\r\n case 2:\r\n // Zoom in pages\r\n dz = event.deltaY * 0.025 * 4;\r\n break;\r\n case 1:\r\n // Zoom in lines\r\n dz = event.deltaY * 0.01 * 4;\r\n break;\r\n default:\r\n // undefined, 0, assume pixels\r\n dz = event.deltaY * 0.00025 * 4;\r\n break;\r\n }\r\n this.flc_shared_.zoom2 = this.flc_shared_.zoom * (1 - dz)\r\n this.flc_zoom_move_()\r\n this.flc_zoom_end_()\r\n }\r\n }\r\n if (this.enabled_) {\r\n if (this.opts_.zoomFunction) {\r\n this.domElement_.addEventListener('wheel', this.wheel_, { passive: false })\r\n }\r\n } else {\r\n if (this.opts_.zoomFunction) {\r\n this.domElement_.removeEventListener('wheel', this.wheel_)\r\n }\r\n }\r\n }\r\n\r\n // ---------------------------------------------------------------------------\r\n // private\r\n\r\n update_quat_() {\r\n // console.log('update_quat_', this.ori_, this.object_.uuid)\r\n this.quat_.x.setFromAxisAngle(this.xvec_, this.ori_.x)\r\n this.quat_.y.setFromAxisAngle(this.yvec_, this.ori_.y)\r\n this.object_.quaternion.copy(this.quat_.y).multiply(this.quat_.x)\r\n }\r\n\r\n flc_look_begin_(xy1) {\r\n\r\n // 由于继承后继类会改变转向,所以每次启动drag时,最好计算一下当前的ori_0_\r\n this.ori_ = this.to_ori__(this.direction)\r\n this.ori_0_ = {\r\n x: this.ori_.x,\r\n y: this.ori_.y,\r\n }\r\n }\r\n\r\n flc_look_move_(xy1, xy2) {\r\n // console.log('drag_', xy1, xy2);\r\n let rsd = this.opts_.lookSpeed * this.opts_.lookDirection\r\n this.ori_.y = this.ori_0_.y - (xy2.x - xy1.x) * 0.0025 * rsd\r\n this.ori_.x = this.ori_0_.x - (xy2.y - xy1.y) * 0.0025 * rsd\r\n\r\n var PI_2 = Math.PI / 2;\r\n this.ori_.x = Math.max(-PI_2, Math.min(PI_2, this.ori_.x))\r\n\r\n }\r\n\r\n flc_look_end_() {\r\n }\r\n\r\n flc_zoom_begin_() {\r\n }\r\n\r\n flc_zoom_move_() {\r\n // restrict\r\n let z2 = this.flc_shared_.zoom2\r\n if (z2 < this.opts_.zoomMin) {\r\n this.flc_shared_.zoom2 = this.opts_.zoomMin\r\n } else if (z2 > this.opts_.zoomMax) {\r\n this.flc_shared_.zoom2 = this.opts_.zoomMax\r\n }\r\n this.opts_.zoomFunction({\r\n object: this.object_,\r\n zoom1: this.flc_shared_.zoom,\r\n zoom2: this.flc_shared_.zoom2,\r\n })\r\n }\r\n\r\n flc_zoom_end_() {\r\n this.flc_shared_.zoom = this.flc_shared_.zoom2\r\n }\r\n\r\n // ---------------------------------------------------------------------------\r\n\r\n to_ori__(dpos) {\r\n return {\r\n y: -Math.atan2(dpos.x, -dpos.z), // Yaw\r\n x: Math.atan2(dpos.y, Math.sqrt(dpos.x * dpos.x + dpos.z * dpos.z))\r\n }\r\n }\r\n\r\n}\r\n\r\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (FreeLookControls);\r\n\r\nconst fovZoomResetFunction = e => {\r\n return e.object.fov\r\n}\r\nconst fovZoomFunction = e => {\r\n e.object.fov = e.zoom2\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookControls.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookTurnControls.js":
+/*!**************************************************************************!*\
+ !*** ./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookTurnControls.js ***!
+ \**************************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"FreeLookTurnControls\": () => (/* binding */ FreeLookTurnControls)\n/* harmony export */ });\n/* harmony import */ var _FreeLookControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./FreeLookControls */ \"./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookControls.js\");\n/* harmony import */ var kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi/util/MathUtil */ \"./src-kutsi/crossyo/kutsi/util/MathUtil.js\");\n\r\n\r\n\r\n\r\n\r\nclass BaseTurn {\r\n\r\n constructor(controls, opts) {\r\n this.controls_ = controls\r\n this.opts_ = opts\r\n //\r\n this.speed_scale_ = .125 * .125\r\n this.acc_scale_ = 1 // 越大越拖泥带水!\r\n this.update_cd_()\r\n //\r\n\r\n this.left_ = false\r\n this.right_ = false\r\n // this.up_ = false\r\n // this.down_ = false\r\n\r\n this.left_once_ = false // 低优先,可用于碰撞调转一次\r\n this.right_once_ = false\r\n\r\n this.cd_l_up_ = 0\r\n this.cd_l_down_ = 0\r\n this.cd_r_up_ = 0\r\n this.cd_r_down_ = 0\r\n\r\n this.sl_ = 0\r\n this.sr_ = 0\r\n }\r\n\r\n update_cd_() {\r\n\r\n this.CD_L_SPEED_ = this.speed_scale_ * 1\r\n this.CD_L_UP_ = this.acc_scale_ * .25 // left speed up\r\n this.CD_L_DOWN_ = this.acc_scale_ * .5 // left slow down\r\n this.CD_R_SPEED_ = this.speed_scale_ * 1\r\n this.CD_R_UP_ = this.acc_scale_ * .25 // right speed up\r\n this.CD_R_DOWN_ = this.acc_scale_ * .5 // right slow down\r\n\r\n }\r\n\r\n set left(v) {\r\n if (v != this.left_) {\r\n this.left_ = v\r\n if (v) {\r\n this.cd_l_up_ = this.CD_L_UP_ * (1 - this.cd_l_down_ / this.CD_L_DOWN_)\r\n this.cd_l_down_ = 0\r\n } else {\r\n this.cd_l_down_ = this.CD_L_DOWN_ * (1 - this.cd_l_up_ / this.CD_L_UP_)\r\n this.cd_l_up_ = 0\r\n }\r\n }\r\n }\r\n\r\n set right(v) {\r\n if (v != this.right_) {\r\n this.right_ = v\r\n if (v) {\r\n this.cd_r_up_ = this.CD_R_UP_ * (1 - this.cd_r_down_ / this.CD_R_DOWN_)\r\n this.cd_r_down_ = 0\r\n } else {\r\n this.cd_r_down_ = this.CD_R_DOWN_ * (1 - this.cd_r_up_ / this.CD_R_UP_)\r\n this.cd_r_up_ = 0\r\n }\r\n }\r\n }\r\n\r\n // set up(v) {\r\n // if (v != this.up_) {\r\n // this.up_ = v\r\n\r\n // }\r\n // }\r\n\r\n // set down(v) {\r\n // if (v != this.down_) {\r\n // this.down_ = v\r\n\r\n // }\r\n // }\r\n\r\n leftOnce() {\r\n this.left_once_ = true\r\n }\r\n\r\n rightOnce() {\r\n this.right_once_ = true\r\n }\r\n\r\n update_enabled_(enabled) {\r\n\r\n if (enabled) {\r\n } else {\r\n this.left = false\r\n this.right = false\r\n this.up = false\r\n this.down = false\r\n }\r\n\r\n }\r\n\r\n update(delta) {\r\n\r\n let left_once_restore_ = false\r\n if (this.left_once_) {\r\n this.left_once_ = false\r\n if (!this.left_) {\r\n this.left = true\r\n left_once_restore_ = true\r\n } // else skip!\r\n }\r\n\r\n let right_once_restore_ = false\r\n if (this.right_once_) {\r\n this.right_once_ = false\r\n if (!this.right_) {\r\n this.right = true\r\n right_once_restore_ = true\r\n } // else skip!\r\n }\r\n\r\n {// update\r\n //\r\n if (this.cd_l_up_ > 0) {\r\n this.cd_l_up_ -= delta\r\n if (this.cd_l_up_ < 0) {\r\n this.cd_l_up_ = 0\r\n }\r\n // 1(?) ~ 0\r\n this.sl_ = (1 - (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_1__.easeInOutQuad)(this.cd_l_up_, 0, 1, 1)) * this.CD_L_SPEED_\r\n }\r\n if (this.cd_l_down_ > 0) {\r\n this.cd_l_down_ -= delta\r\n if (this.cd_l_down_ < 0) {\r\n this.cd_l_down_ = 0\r\n }\r\n this.sl_ = (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_1__.easeInOutQuad)(this.cd_l_down_, 0, 1, 1) * this.CD_L_SPEED_\r\n }\r\n //\r\n if (this.cd_r_up_ > 0) {\r\n this.cd_r_up_ -= delta\r\n if (this.cd_r_up_ < 0) {\r\n this.cd_r_up_ = 0\r\n }\r\n // 1(?) ~ 0\r\n this.sr_ = (1 - (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_1__.easeInOutQuad)(this.cd_r_up_, 0, 1, 1)) * this.CD_R_SPEED_\r\n }\r\n if (this.cd_r_down_ > 0) {\r\n this.cd_r_down_ -= delta\r\n if (this.cd_r_down_ < 0) {\r\n this.cd_r_down_ = 0\r\n }\r\n this.sr_ = (0,kutsi_util_MathUtil__WEBPACK_IMPORTED_MODULE_1__.easeInOutQuad)(this.cd_r_down_, 0, 1, 1) * this.CD_R_SPEED_\r\n }\r\n\r\n // if (this.sl_ != 0 || this.sr_ != 0) {\r\n // console.log('turn s l', this.sl_, 's r', this.sr_)\r\n // }\r\n if (this.speed_lr != 0) {\r\n // console.log('turn speed lr', this.speed_lr)\r\n this.controls_.ori_.y += this.speed_lr\r\n this.controls_.update_quat_()\r\n }\r\n\r\n }\r\n\r\n if (left_once_restore_) {\r\n this.left = false\r\n }\r\n if (right_once_restore_) {\r\n this.right = false\r\n }\r\n\r\n }\r\n\r\n\r\n get speed_lr() {\r\n return this.sl_ - this.sr_\r\n }\r\n\r\n // get speed_ud() {\r\n // return this.su_ - this.sd_\r\n // }\r\n\r\n}\r\n\r\n// 目前用于debug!\r\nclass ShortkeyTurn extends BaseTurn {\r\n\r\n constructor(controls, opts) {\r\n super(controls, Object.assign({\r\n useKeyboard: true\r\n }, opts))\r\n }\r\n\r\n\r\n update_enabled_(enabled) {\r\n // console.log('Shortkeyturn enabled this', enabled, this)\r\n if (this.opts_.useKeyboard) {\r\n if (!this.keydown_) {\r\n this.keydown_ = event => {\r\n // console.log(event.keyCode)\r\n switch (event.keyCode) {\r\n case 85: // u\r\n this.leftOnce()\r\n break\r\n case 79: // i\r\n this.rightOnce()\r\n break\r\n case 74: // j\r\n this.left = true\r\n break\r\n case 76: // l\r\n this.right = true\r\n break\r\n }\r\n }\r\n this.keyup_ = event => {\r\n switch (event.keyCode) {\r\n case 74: // j\r\n this.left = false\r\n break\r\n case 76: // l\r\n this.right = false\r\n break\r\n }\r\n }\r\n\r\n }\r\n let domElement_ = this.controls_.domElement_\r\n if (enabled) {\r\n domElement_.addEventListener('keydown', this.keydown_)\r\n domElement_.addEventListener('keyup', this.keyup_)\r\n } else {\r\n domElement_.removeEventListener('keydown', this.keydown_)\r\n domElement_.removeEventListener('keyup', this.keyup_)\r\n }\r\n\r\n }\r\n\r\n super.update_enabled_(enabled)\r\n }\r\n\r\n\r\n}\r\n\r\n\r\n// #20220619, add for floor-deco\r\n// 模拟类似 MovementConstrainFPSControls 的写法,后续可重构为独立的子控制器,可灵活叠加复用\r\nclass FreeLookTurnControls extends _FreeLookControls__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n constructor(object, domElement, opts) {\r\n super(object, domElement, opts)\r\n // this.turn_ = new BaseTurn(this, opts)\r\n this.turn_ = new ShortkeyTurn(this, opts)\r\n // this.turn_.opts_.useKeyboard = false // if dont debug!\r\n }\r\n\r\n update_enabled_() {\r\n super.update_enabled_()\r\n if (this.turn_) {\r\n this.turn_.update_enabled_(this.enabled_)\r\n }\r\n }\r\n\r\n update(delta) {\r\n super.update(delta)\r\n this.turn_.update(delta)\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookTurnControls.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi-shelves/crossyo/kutsi/controls/PointerBaseControls.js":
+/*!*************************************************************************!*\
+ !*** ./src-kutsi-shelves/crossyo/kutsi/controls/PointerBaseControls.js ***!
+ \*************************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! kutsi/controls/BaseControls */ \"./src-kutsi/crossyo/kutsi/controls/BaseControls.js\");\n\r\n\r\n\r\nclass Pointers {\r\n\r\n // rewrite from \r\n // https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/TrackballControls.js\r\n\r\n constructor() {\r\n this.reset()\r\n }\r\n\r\n reset() {\r\n this._pointers = []\r\n this._pointerPositions = {}\r\n }\r\n\r\n addPointer(event) {\r\n this._pointers.push(event)\r\n }\r\n\r\n removePointer(event) {\r\n delete this._pointerPositions[event.pointerId]\r\n for (let i = 0; i < this._pointers.length; i++) {\r\n if (this._pointers[i].pointerId == event.pointerId) {\r\n this._pointers.splice(i, 1)\r\n return\r\n }\r\n }\r\n }\r\n\r\n trackPointer(event) {\r\n let position = this._pointerPositions[event.pointerId]\r\n if (position === undefined) {\r\n position = new three__WEBPACK_IMPORTED_MODULE_1__.Vector2()\r\n this._pointerPositions[event.pointerId] = position\r\n }\r\n position.set(event.offsetX, event.offsetY)\r\n }\r\n\r\n getSecondPointerPosition(event) {\r\n const pointer = (event.pointerId === this._pointers[0].pointerId) ? this._pointers[1] : this._pointers[0]\r\n return this._pointerPositions[pointer.pointerId]\r\n }\r\n\r\n}\r\n\r\nclass PointerBaseControls extends kutsi_controls_BaseControls__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n constructor(object, domElement, opts) {\r\n super(object, domElement, opts)\r\n }\r\n\r\n // pbc_reset__() { }\r\n // pbc_down__(event) {}\r\n // pbc_touch_start__(event, pointers) {}\r\n // pbc_move__(event) {}\r\n // pbc_touch_move__(event, pointers) {}\r\n // ptc_up__(event) {}\r\n // pbc_touch_end__(event, pointers) {}\r\n\r\n update_enabled_() {\r\n super.update_enabled_()\r\n\r\n if (!this.pbc_evts_) {\r\n let po = new Pointers()\r\n this.pbc_evts_ = {\r\n reset: () => {\r\n po.reset()\r\n this.pbc_reset__()\r\n },\r\n down: event => {\r\n if (this.domElement_.tabIndex < 0) {\r\n this.domElement_.tabIndex = 1\r\n }\r\n // console.log('this.domElement_.tabIndex', this.domElement_.tabIndex);\r\n this.domElement_.focus()\r\n\r\n if (event.pointerType == 'touch') {\r\n if (po._pointers.length == 0) {\r\n this.domElement_.setPointerCapture(event.pointerId)\r\n }\r\n po.addPointer(event)\r\n po.trackPointer(event)\r\n this.pbc_touch_start__(event, po)\r\n } else {\r\n this.pbc_down__(event)\r\n }\r\n },\r\n move: event => {\r\n if (event.pointerType == 'touch') {\r\n po.trackPointer(event)\r\n this.pbc_touch_move__(event, po)\r\n } else {\r\n this.pbc_move__(event)\r\n }\r\n },\r\n up: event => {\r\n if (event.pointerType == 'touch') {\r\n po.removePointer(event)\r\n this.pbc_touch_end__(event, po)\r\n if (po._pointers.length == 0) {\r\n this.domElement_.releasePointerCapture(event.pointerId)\r\n }\r\n } else {\r\n this.ptc_up__(event)\r\n }\r\n },\r\n cancel: event => {\r\n po.removePointer(event)\r\n },\r\n }\r\n }\r\n\r\n if (this.enabled_) {\r\n // console.log(this.domElement_)\r\n this.pbc_evts_.reset()\r\n this.domElement_.addEventListener('pointerdown', this.pbc_evts_.down)\r\n this.domElement_.addEventListener('pointermove', this.pbc_evts_.move)\r\n this.domElement_.addEventListener('pointerup', this.pbc_evts_.up)\r\n this.domElement_.addEventListener('pointercancel', this.pbc_evts_.cancel)\r\n } else {\r\n this.domElement_.removeEventListener('pointercancel', this.pbc_evts_.cancel)\r\n this.domElement_.removeEventListener('pointerup', this.pbc_evts_.up)\r\n this.domElement_.removeEventListener('pointermove', this.pbc_evts_.move)\r\n this.domElement_.removeEventListener('pointerdown', this.pbc_evts_.down)\r\n }\r\n\r\n }\r\n\r\n}\r\n\r\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (PointerBaseControls);\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi-shelves/crossyo/kutsi/controls/PointerBaseControls.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/BaseViewer.js":
+/*!***********************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/BaseViewer.js ***!
+ \***********************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ BaseViewer),\n/* harmony export */ \"registerClass\": () => (/* binding */ registerClass)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\n/* harmony import */ var gsap__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! gsap */ \"./node_modules/gsap/index.js\");\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! events */ \"./node_modules/events/events.js\");\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(events__WEBPACK_IMPORTED_MODULE_1__);\n/* harmony import */ var _util_Builder__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./util/Builder */ \"./src-kutsi/crossyo/kutsi/util/Builder.js\");\n/* harmony import */ var _util_Picker__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./util/Picker */ \"./src-kutsi/crossyo/kutsi/util/Picker.js\");\n/* harmony import */ var _pp_PPRenderer__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./pp/PPRenderer */ \"./src-kutsi/crossyo/kutsi/pp/PPRenderer.js\");\n/* harmony import */ var _util_frame_caches__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./util/frame/caches */ \"./src-kutsi/crossyo/kutsi/util/frame/caches.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\nconst registerClass = {\r\n // import { GUI } from 'three/examples/jsm/libs/dat.gui.module'\r\n GUI: null, // from r135, be removed!\r\n}\r\n\r\n/*\r\n释放webGL占用内存\r\nwrite by wuweiwei\r\n*/\r\n\r\nvar releaseRender = function (renderer, scene) {\r\n\r\n let clearScene = function (scene) {\r\n let arr = scene.children.filter(x => x);\r\n arr.forEach(item => {\r\n if (item.children.length) {\r\n clearScene(item);\r\n }\r\n else {\r\n if (item.type === 'Mesh') {\r\n item.geometry.dispose();\r\n item.material.dispose();\r\n !!item.clear && item.clear();\r\n }\r\n }\r\n });\r\n !!scene.clear && scene.clear(renderer);\r\n arr = null;\r\n }\r\n\r\n try {\r\n clearScene(scene);\r\n }\r\n catch (e) { }\r\n\r\n try {\r\n renderer.renderLists.dispose();\r\n renderer.dispose();\r\n renderer.forceContextLoss();\r\n renderer.domElement = null;\r\n renderer.content = null;\r\n renderer = null;\r\n }\r\n\r\n catch (e) { }\r\n\r\n if (!!window.requestAnimationId) {\r\n cancelAnimationFrame(window.requestAnimationId);\r\n }\r\n\r\n three__WEBPACK_IMPORTED_MODULE_6__.Cache.clear();\r\n}\r\n\r\nclass BaseViewer extends (events__WEBPACK_IMPORTED_MODULE_1___default()) {\r\n\r\n constructor(opts) {\r\n\r\n super()\r\n\r\n this.is_wx_ = false\r\n // this.pixelRatio_ = window.devicePixelRatio // 兼容 wx base view 写法\r\n\r\n // #20220504, for mobile performance!\r\n this.pixelRatio_ = Math.min(2, window.devicePixelRatio)\r\n\r\n this.opts_ = Object.assign({\r\n trend: {\r\n // hdr: true,\r\n hdr: false,\r\n },\r\n picker: {\r\n useHitVisible: true, // material-account\r\n useHitsArray: false, // metro-l6 use assigned hits, even don't use it, set true for best performance\r\n useMeshGroup: false, // material-account mesh group\r\n useMove: false, // red-valley only use move, set true for move/over event\r\n },\r\n manually_start_animate: false, // red-valley\r\n clzControls: three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_0__.OrbitControls,\r\n fov0: 40, // #20220225, shelves, init fov\r\n\r\n clzBuilder: _util_Builder__WEBPACK_IMPORTED_MODULE_2__.Builder, // #20220314, vlab3-lab\r\n\r\n clzPostProcessing: null, // #20220703, shelves v3 + FXAA\r\n\r\n }, opts)\r\n\r\n this.container_ = this.opts_.container\r\n this.prefixAsset_ = this.opts_.prefixAsset || './asset'\r\n\r\n // gsap.ticker.remove(gsap.updateRoot)\r\n this.disposed_ = false\r\n\r\n this.size_ = {\r\n w: 0,\r\n h: 0,\r\n pw: 0,\r\n ph: 0,\r\n }\r\n\r\n // this.builder_ = new Builder(this.opts_, this)\r\n this.builder_ = new this.opts_.clzBuilder(this.opts_, this)\r\n\r\n this.clock_ = new three__WEBPACK_IMPORTED_MODULE_6__.Clock()\r\n\r\n // for uniform\r\n this.u_time_ = {\r\n value: 0\r\n }\r\n\r\n }\r\n\r\n startup() {\r\n\r\n // #20220207\r\n // #20220724, unsafe\r\n // window['prefab-tool-0207029'] = {\r\n // viewer: this,\r\n // THREE\r\n // }\r\n\r\n this.calc_size__()\r\n\r\n // this.renderer_ = new THREE.WebGLRenderer({ antialias: true })\r\n // this.opts_.clzPostProcessing ? false : true\r\n this.renderer_ = new _pp_PPRenderer__WEBPACK_IMPORTED_MODULE_4__.PPRenderer({ antialias: true })\r\n this.renderer_.setPixelRatio(this.pixelRatio_)\r\n this.renderer_.setSize(this.size_.w, this.size_.h)\r\n\r\n if (this.opts_.trend.hdr) {\r\n this.renderer_.outputEncoding = three__WEBPACK_IMPORTED_MODULE_6__.sRGBEncoding\r\n //\r\n // this.renderer_.toneMapping = THREE.ReinhardToneMapping\r\n // this.renderer_.toneMapping = THREE.CineonToneMapping\r\n this.renderer_.toneMapping = three__WEBPACK_IMPORTED_MODULE_6__.ACESFilmicToneMapping\r\n this.renderer_.toneMappingExposure = 1.2\r\n } else {\r\n this.renderer_.toneMapping = three__WEBPACK_IMPORTED_MODULE_6__.LinearToneMapping\r\n }\r\n\r\n this.opts_.container.appendChild(this.renderer_.domElement)\r\n\r\n this.camera_ = new three__WEBPACK_IMPORTED_MODULE_6__.PerspectiveCamera(this.opts_.fov0, this.size_.w / this.size_.h, .1, 1000)\r\n this.camera_.position.set(0, 0, 20);\r\n\r\n this.scene_ = new three__WEBPACK_IMPORTED_MODULE_6__.Scene()\r\n // this.scene_.background = new THREE.Color(0xbfe3dd)\r\n this.scene_.background = new three__WEBPACK_IMPORTED_MODULE_6__.Color(0xeeeeee)\r\n\r\n this.renderer_.setup__(this, this.scene_, this.camera_)\r\n if (this.opts_.clzPostProcessing) {\r\n this.renderer_.use_pp__(new this.opts_.clzPostProcessing())\r\n }\r\n\r\n // {\r\n // const renderScene = new RenderPass(this.scene_, this.camera_)\r\n // const bloomPass = new UnrealBloomPass(new THREE.Vector2(w, h), 1.5, 0.4, 0.85)\r\n // const composer = new EffectComposer(this.renderer_)\r\n // composer.addPass(renderScene)\r\n // composer.addPass(bloomPass)\r\n // this.bloom__ = {\r\n // composer\r\n // }\r\n // }\r\n\r\n window.onresize = () => {\r\n this.resize_()\r\n }\r\n this.resize_()\r\n\r\n // this.controls_ = new OrbitControls(this.camera_, this.renderer_.domElement)\r\n this.controls_ = new this.opts_.clzControls(this.camera_, this.renderer_.domElement)\r\n // this.controls_.target.set()\r\n // this.controls_.update()\r\n this.controls_.enableDamping = true\r\n this.controls_.enablePan = false\r\n\r\n this.controls_distance_ = new _util_frame_caches__WEBPACK_IMPORTED_MODULE_5__.ControlsDistance(this)\r\n\r\n this.picker_ = new _util_Picker__WEBPACK_IMPORTED_MODULE_3__.Picker(Object.assign({\r\n domElement: this.renderer_.domElement,\r\n viewer: this,\r\n }, this.opts_.picker))\r\n\r\n if (!this.opts_.manually_start_animate) { // use loading\r\n this.animate_()\r\n }\r\n\r\n // this.beginLoadSpecs().reduce((p, spec) =>\r\n // p.then(() => new Promise(resolve => {\r\n // // hook prefab?\r\n // this.builder_[spec.func](spec.param, () => {\r\n // resolve()\r\n // })\r\n // })),\r\n // Promise.resolve()\r\n // ).then(() => {\r\n // this.endLoadSpecs()\r\n // })\r\n\r\n this.build_specs__(this.beginLoadSpecs()).then(() => {\r\n this.endLoadSpecs()\r\n })\r\n\r\n this.dump_keydown__ = evt => {\r\n const dump_vec3_ = v => {\r\n // return `new THREE.Vector3(${v.x.toFixed(2)},${v.y.toFixed(2)},${v.z.toFixed(2)})`\r\n return `new Vector3(${v.x.toFixed(2)},${v.y.toFixed(2)},${v.z.toFixed(2)})`\r\n }\r\n // console.log(evt)\r\n if (evt.altKey && evt.key == 'p') {\r\n // console.log(this.camera_)\r\n console.log(this.renderer_.info)\r\n console.log(`\r\n\t\t\t\t\tposition:${dump_vec3_(this.controls_.object.position)},\r\n\t\t\t\t\ttarget:${dump_vec3_(this.controls_.target)},\r\n direction:${dump_vec3_(this.controls_.object.getWorldDirection(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3()))},\r\n\t\t\t\t`)\r\n\r\n if (this.dump_keydown_after__) {\r\n this.dump_keydown_after__()\r\n }\r\n }\r\n }\r\n window.addEventListener('keydown', this.dump_keydown__)\r\n\r\n // this.distanceDetector_ = \r\n }\r\n\r\n build_specs__(arr) {\r\n return arr.reduce((p, spec) =>\r\n p.then(() => new Promise(resolve => {\r\n // hook prefab?\r\n this.builder_[spec.func](spec.param, () => {\r\n resolve()\r\n })\r\n })),\r\n Promise.resolve()\r\n )\r\n }\r\n\r\n calc_size__() {\r\n let w = this.container_.clientWidth\r\n let h = this.container_.clientHeight\r\n\r\n this.size_.w = w\r\n this.size_.h = h\r\n this.size_.pw = w * this.pixelRatio_\r\n this.size_.ph = h * this.pixelRatio_\r\n // console.log('calc_size__', this.size_)\r\n }\r\n\r\n resize_() {\r\n\r\n this.calc_size__()\r\n\r\n let aspect = this.size_.w / this.size_.h\r\n let cam = this.camera_\r\n if (cam instanceof three__WEBPACK_IMPORTED_MODULE_6__.PerspectiveCamera) {\r\n cam.aspect = aspect\r\n cam.updateProjectionMatrix()\r\n } else if (cam instanceof three__WEBPACK_IMPORTED_MODULE_6__.OrthographicCamera) {\r\n cam.left = - cam.frustum_size_ * aspect / 2\r\n cam.right = cam.frustum_size_ * aspect / 2\r\n cam.top = cam.frustum_size_ / 2\r\n cam.bottom = - cam.frustum_size_ / 2\r\n cam.near = cam.frustum_size_ / 1000\r\n cam.far = cam.frustum_size_ * 2\r\n cam.updateProjectionMatrix()\r\n } else {\r\n console.warn('unknow camera when resize_()', this.camera_)\r\n }\r\n\r\n this.renderer_.setSize(this.size_.w, this.size_.h)\r\n\r\n }\r\n\r\n before_update_(time, delta) { }\r\n\r\n before_render_(time, delta) { }\r\n\r\n after_render_(time, delta) { }\r\n\r\n animate_() {\r\n if (!this.disposed_) {\r\n window.requestAnimationId = requestAnimationFrame(() => { this.animate_() })\r\n\r\n // let time = performance.now() / 1000\r\n let delta = this.clock_.getDelta()\r\n let time = this.clock_.elapsedTime\r\n this.u_time_.value = time\r\n\r\n this.before_update_(time, delta)\r\n\r\n if (this.controls_.enabled) {\r\n this.controls_.update(delta) // for material-accounting/FlyControls\r\n }\r\n this.controls_distance_.invalid() // 即使没有enabled也需要更新,例如动画\r\n\r\n this.picker_.update()\r\n\r\n this.before_render_(time, delta)\r\n\r\n // this.renderer_.render(this.scene_, this.camera_)\r\n this.renderer_.render__()\r\n\r\n this.after_render_(time, delta)\r\n }\r\n\r\n }\r\n\r\n // #20220228, for shelves\r\n changeControls(controls) {\r\n this.controls_.dispose()\r\n this.controls_ = controls\r\n }\r\n\r\n dispose() {\r\n\r\n this.disposed_ = true\r\n\r\n try {\r\n releaseRender(this.renderer_, this.scene_);\r\n\r\n\r\n window.removeEventListener('keydown', this.dump_keydown__)\r\n\r\n this.opts_.container.innerHTML = '';\r\n \r\n this.controls_.dispose()\r\n this.picker_.dispose()\r\n this.renderer_.dispose()\r\n\r\n this.scene_ = null;\r\n this.camera_ = null;\r\n this.controls_ = null;\r\n this.renderer_.domElement = null;\r\n this.renderer_ = null;\r\n } \r\n catch (error) { }\r\n\r\n }\r\n\r\n update_camera_near_far_(len) {\r\n let log = Math.log10(len)\r\n let log1 = Math.floor(log) - 2\r\n let log2 = Math.ceil(log) + 2\r\n let near = Math.pow(10, log1)\r\n let far = Math.pow(10, log2)\r\n // console.log(cnt, size, len)\r\n console.log('near', near, 'far', far)\r\n this.camera_.near = near\r\n this.camera_.far = far\r\n this.camera_.updateProjectionMatrix()\r\n }\r\n\r\n // #20210622, new Box3().expandByObject(o3d)\r\n updateViewerByBoundingBox(bb, scale = 1) {\r\n let cnt = bb.getCenter(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3())\r\n let size = bb.getSize(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3())\r\n let len = size.length() * scale\r\n this.update_camera_near_far_(len)\r\n this.controls_.target0 = cnt\r\n this.controls_.position0 = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3(-len, len, len).add(cnt)\r\n this.controls_.reset()\r\n\r\n this.latest_bb__ = bb\r\n }\r\n\r\n // #20211122 metro-l6\r\n // #20211225 updateViwerFromTo to updateViewerLookat for jx-map\r\n updateViewerLookat({ position, target = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3(0, 0, 0), forceUpdateNearFar = false }) {\r\n this.controls_.target0 = target.clone()\r\n this.controls_.position0 = position.clone()\r\n this.controls_.reset()\r\n if (forceUpdateNearFar) {\r\n this.update_camera_near_far_(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3().subVectors(position, target).length())\r\n }\r\n }\r\n\r\n // #20211030\r\n beginLoadSpecs() {\r\n return []\r\n }\r\n\r\n endLoadSpecs() {\r\n\r\n }\r\n\r\n // #20211126, red-valley\r\n // #20220604, kiwi, add duration\r\n // #20220616, floor-deco, fov\r\n flyTo({ position, target, duration = .8, fov = NaN }, completion = () => { }) {\r\n // console.log('## flyTo begin', position, target)\r\n this.controls_.enabled = false\r\n let controls = this.controls_\r\n let obj = Object.defineProperty((() => {\r\n let o = {\r\n t_: 0,\r\n pos0: controls.object.position.clone(),\r\n tgt0: controls.target.clone(),\r\n pos1: position.clone(),\r\n tgt1: target.clone(),\r\n }\r\n if (!isNaN(fov)) {\r\n o.fov0 = controls.object.fov\r\n o.fov1 = fov\r\n // console.log('flyTo use fov', o.fov0, o.fov1)\r\n }\r\n return o\r\n })(), 't', {\r\n get() {\r\n return this.t_\r\n },\r\n set(v) {\r\n this.t_ = v\r\n // \r\n let cam = controls.object\r\n cam.position.copy(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3().lerpVectors(this.pos0, this.pos1, this.t_))\r\n cam.lookAt(new three__WEBPACK_IMPORTED_MODULE_6__.Vector3().lerpVectors(this.tgt0, this.tgt1, this.t_))\r\n if (!isNaN(fov)) {\r\n // let ut = this.t_\r\n let ut = Math.sqrt(this.t_)\r\n cam.fov = this.fov0 + (this.fov1 - this.fov0) * ut\r\n cam.updateProjectionMatrix()\r\n }\r\n }\r\n })\r\n\r\n // #20220121, smart-farm, 没有变化时,可以取消操作!\r\n let dpos2 = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3().subVectors(obj.pos0, obj.pos1).lengthSq()\r\n let dtgt2 = new three__WEBPACK_IMPORTED_MODULE_6__.Vector3().subVectors(obj.tgt0, obj.tgt1).lengthSq()\r\n let real_duration = duration\r\n if (dpos2 > 1e-8 || dtgt2 > 1e-8) {\r\n } else {\r\n // #20220822, for hospital-hvac, BIM\r\n // 不执行 gsap.to 会出错,所以把duration改短即可\r\n real_duration = duration / 10\r\n }\r\n\r\n gsap__WEBPACK_IMPORTED_MODULE_7__[\"default\"].to(obj, {\r\n t: 1, duration: real_duration, onComplete: () => {\r\n controls.enabled = true\r\n controls.position0.copy(obj.pos1)\r\n controls.target0.copy(obj.tgt1)\r\n controls.reset()\r\n // console.log('#### flyTo end')\r\n completion()\r\n }\r\n })\r\n\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/BaseViewer.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/controls/BaseControls.js":
+/*!**********************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/controls/BaseControls.js ***!
+ \**********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"STATE\": () => (/* binding */ STATE),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! events */ \"./node_modules/events/events.js\");\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(events__WEBPACK_IMPORTED_MODULE_0__);\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\n\r\n\r\nconst STATE = {\r\n NONE: 0x00,\r\n PAN: 0x01,\r\n ROTATION: 0x02,\r\n ZOOM: 0x04,\r\n MOVE: 0x08,\r\n LOOK: 0x10,\r\n}\r\n\r\n/**\r\n * @class\r\n * @memberof module:pamir_base\r\n */\r\nclass BaseControls extends (events__WEBPACK_IMPORTED_MODULE_0___default()) {\r\n\r\n constructor(object, domElement, opts) {\r\n super()\r\n this.object_ = object\r\n this.domElement_ = domElement\r\n this.opts_ = opts || {}\r\n\r\n // for reset!\r\n // this.position0\r\n // this.target0\r\n\r\n this.state_ = STATE.NONE\r\n\r\n this.enabled_ = true\r\n this.update_enabled_() // call by extended class\r\n\r\n // #20220610, 兼容 orbit\r\n this.position0 = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3()\r\n this.target0 = new three__WEBPACK_IMPORTED_MODULE_1__.Vector3()\r\n }\r\n\r\n set object(v) {\r\n this.object_ = v\r\n }\r\n\r\n get object() {\r\n return this.object_\r\n }\r\n\r\n get enabled() {\r\n return this.enabled_\r\n }\r\n\r\n set enabled(v) {\r\n if (v != this.enabled_) {\r\n this.enabled_ = v\r\n this.update_enabled_()\r\n }\r\n }\r\n\r\n // #20220610, 兼容 orbit\r\n reset() {\r\n // use position0, target0\r\n }\r\n\r\n update_enabled_() {\r\n }\r\n\r\n reset() {\r\n // ref to orbit!\r\n if (this.position0) {\r\n this.object_.position.copy(this.position0)\r\n }\r\n }\r\n\r\n dispose() {\r\n this.enabled = false\r\n }\r\n\r\n // ---------------------------------------------------------------------------\r\n\r\n get state() {\r\n return this.state_\r\n }\r\n\r\n hasState(def_s) {\r\n return (this.state_ & def_s) > 0\r\n }\r\n\r\n}\r\n\r\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (BaseControls);\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/controls/BaseControls.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/environment/BaseEnvironment.js":
+/*!****************************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/environment/BaseEnvironment.js ***!
+ \****************************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BaseEnvironment\": () => (/* binding */ BaseEnvironment),\n/* harmony export */ \"SkyType\": () => (/* binding */ SkyType),\n/* harmony export */ \"disable_gui_field\": () => (/* binding */ disable_gui_field)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_objects_Sky__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/objects/Sky */ \"./node_modules/three/examples/jsm/objects/Sky.js\");\n/* harmony import */ var _util_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../util/SceneTuningUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js\");\n\r\n\r\n\r\n\r\nconst SkyType = {\r\n None: 0,\r\n // TwoColor: 1,\r\n Atmosphere: 2,\r\n}\r\n\r\nconst toneMappingOptions = {\r\n None: three__WEBPACK_IMPORTED_MODULE_2__.NoToneMapping,\r\n Linear: three__WEBPACK_IMPORTED_MODULE_2__.LinearToneMapping,\r\n Reinhard: three__WEBPACK_IMPORTED_MODULE_2__.ReinhardToneMapping,\r\n Cineon: three__WEBPACK_IMPORTED_MODULE_2__.CineonToneMapping,\r\n ACESFilmic: three__WEBPACK_IMPORTED_MODULE_2__.ACESFilmicToneMapping,\r\n // Custom: CustomToneMapping\r\n}\r\n\r\nconst disable_gui_field = f => {\r\n if (f) {\r\n if (f.disable) {\r\n f.disable()\r\n } else if (f.domElement) {\r\n let style = f.domElement.style\r\n style.pointerEvents = 'none'\r\n // style.transform = 'scale(0.5)'\r\n style.opacity = '0.33'\r\n }\r\n }\r\n}\r\n\r\nclass BaseEnvironment {\r\n\r\n constructor(viewer, opts) {\r\n this.viewer_ = viewer\r\n\r\n let skyAtmosphere = Object.assign({\r\n turbidity: 10,\r\n rayleigh: 3,\r\n mieCoefficient: 0.05, // 0.005,\r\n mieDirectionalG: 0.23, // 0.7,\r\n // 可能被 hour env 覆盖的参数\r\n elevation: 15,\r\n // azimuth: 90, //正东\r\n azimuth: 80, // 偏东南\r\n }, opts && opts.skyAtmosphere)\r\n\r\n this.opts_ = Object.assign({\r\n debug: false,\r\n skyType: SkyType.Atmosphere,\r\n // default NoToneMapping\r\n toneMapping: this.viewer_.renderer_.toneMapping,\r\n exposure: this.viewer_.renderer_.toneMappingExposure,\r\n // outputEncoding: // LinearEncoding\r\n }, opts)\r\n\r\n this.opts_.skyAtmosphere = skyAtmosphere\r\n\r\n }\r\n\r\n setup() {\r\n return new Promise(resolve => {\r\n\r\n console.log('setup base env!', this.opts_, this.viewer_.renderer_.outputEncoding)\r\n\r\n this.renderer_exp_0_ = this.viewer_.renderer_.toneMappingExposure\r\n\r\n if (this.opts_.skyType == SkyType.Atmosphere) {\r\n let sky = new three_examples_jsm_objects_Sky__WEBPACK_IMPORTED_MODULE_0__.Sky()\r\n sky.scale.setScalar(450000)\r\n this.viewer_.scene_.add(sky)\r\n this.skyAtmosphere_ = sky\r\n }\r\n\r\n // GUI\r\n const c_root = this.opts_\r\n const c_root_proxy = {\r\n toneMapping: Object.entries(toneMappingOptions).filter(([k, v]) => v == this.opts_.toneMapping)[0][0]\r\n }\r\n // console.log('c_root_proxy', c_root_proxy)\r\n const c_skyAtmosphere = this.opts_.skyAtmosphere\r\n\r\n // debug field!\r\n let f_elevation = null\r\n let f_azimuth = null\r\n\r\n this.sunDelta__ = {\r\n hold: 'base', // hold by base or other (ex. hour env)\r\n value: new three__WEBPACK_IMPORTED_MODULE_2__.Vector3()\r\n }\r\n\r\n const guiChanged = () => {\r\n\r\n if (this.sunDelta__.hold == 'base') {\r\n const phi = three__WEBPACK_IMPORTED_MODULE_2__.MathUtils.degToRad(90 - c_skyAtmosphere.elevation)\r\n const theta = three__WEBPACK_IMPORTED_MODULE_2__.MathUtils.degToRad(c_skyAtmosphere.azimuth)\r\n\r\n this.sunDelta__.value.setFromSphericalCoords(100, phi, theta)\r\n } else {\r\n // console.log(f_elevation)\r\n disable_gui_field(f_elevation)\r\n disable_gui_field(f_azimuth)\r\n }\r\n\r\n if (this.skyAtmosphere_) {\r\n const uniforms = this.skyAtmosphere_.material.uniforms\r\n uniforms['turbidity'].value = c_skyAtmosphere.turbidity\r\n uniforms['rayleigh'].value = 0 // c_skyAtmosphere.rayleigh\r\n uniforms['mieCoefficient'].value = c_skyAtmosphere.mieCoefficient\r\n uniforms['mieDirectionalG'].value = c_skyAtmosphere.mieDirectionalG\r\n // uniforms['sunPosition'].value.copy(this.sunDelta__.value)\r\n this.update_sun_delta_()\r\n }\r\n\r\n let v_tm = toneMappingOptions[c_root_proxy.toneMapping]\r\n if (v_tm != this.viewer_.renderer_.toneMapping) {\r\n this.viewer_.renderer_.toneMapping = v_tm\r\n if (three__WEBPACK_IMPORTED_MODULE_2__.REVISION <= 135) {\r\n this.viewer_.scene_.traverse(c => {\r\n if (c.isMesh) {\r\n c.material.needsUpdate = true\r\n }\r\n })\r\n }\r\n }\r\n\r\n // this.viewer_.renderer_.toneMappingExposure = c_root.exposure\r\n this.renderer_exp_0_ = c_root.exposure\r\n this.update_light1_i_()\r\n\r\n }\r\n this.base_update__ = guiChanged\r\n\r\n if (this.opts_.debug && (0,_util_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_1__.getTuning)().gui) {\r\n const gui = (0,_util_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_1__.getTuning)().gui\r\n\r\n gui.add(c_root_proxy, 'toneMapping', Object.keys(toneMappingOptions)).onChange(guiChanged)\r\n gui.add(c_root, 'exposure', 0, 4, 0.0001).onChange(guiChanged)\r\n\r\n if (this.skyAtmosphere_) {\r\n let fsa = gui.addFolder('skyAtmosphere')\r\n fsa.add(c_skyAtmosphere, 'turbidity', 0.0, 20.0, 0.1).onChange(guiChanged)\r\n fsa.add(c_skyAtmosphere, 'rayleigh', 0.0, 4, 0.001).onChange(guiChanged)\r\n fsa.add(c_skyAtmosphere, 'mieCoefficient', 0.0, 0.1, 0.001).onChange(guiChanged)\r\n fsa.add(c_skyAtmosphere, 'mieDirectionalG', 0.0, 1, 0.001).onChange(guiChanged)\r\n //\r\n f_elevation = fsa.add(c_skyAtmosphere, 'elevation', -15, 90, 0.1).onChange(guiChanged)\r\n f_azimuth = fsa.add(c_skyAtmosphere, 'azimuth', - 180, 180, 0.1).onChange(guiChanged)\r\n }\r\n\r\n this.gui__ = gui\r\n }\r\n\r\n guiChanged()\r\n\r\n resolve()\r\n })\r\n }\r\n\r\n // to be override!\r\n update_light1_i_() {\r\n this.viewer_.renderer_.toneMappingExposure = this.renderer_exp_0_\r\n }\r\n\r\n // to be override!\r\n update_sun_delta_() {\r\n if (this.skyAtmosphere_) {\r\n const uniforms = this.skyAtmosphere_.material.uniforms\r\n uniforms['sunPosition'].value.copy(this.sunDelta__.value)\r\n }\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/environment/BaseEnvironment.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/pp/Base_pp.js":
+/*!***********************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/pp/Base_pp.js ***!
+ \***********************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Base_pp\": () => (/* binding */ Base_pp)\n/* harmony export */ });\n\r\nclass Base_pp {\r\n\r\n // after use_pp__\r\n // this.pp_.renderer_ = \r\n // this.pp_.viewer_ = \r\n // this.pp_.scene_ = \r\n // this.pp_.camera_ = \r\n use() {\r\n }\r\n\r\n setSize(w, h) {\r\n this.renderer_.setSize(w, h)\r\n }\r\n\r\n render() {\r\n this.renderer_.render(this.scene_, this.camera_)\r\n }\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/pp/Base_pp.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/pp/PPRenderer.js":
+/*!**************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/pp/PPRenderer.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"PPRenderer\": () => (/* binding */ PPRenderer)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _Base_pp__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Base_pp */ \"./src-kutsi/crossyo/kutsi/pp/Base_pp.js\");\n\r\n\r\n\r\n\r\nclass PPRenderer extends three__WEBPACK_IMPORTED_MODULE_1__.WebGLRenderer {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n this.pp_ = null\r\n }\r\n\r\n setup__(viewer, scene, camera) {\r\n this.viewer_ = viewer\r\n this.scene_ = scene\r\n this.camera_ = camera\r\n this.use_pp__(new _Base_pp__WEBPACK_IMPORTED_MODULE_0__.Base_pp())\r\n }\r\n\r\n use_pp__(pp) {\r\n this.pp_ = pp\r\n this.pp_.renderer_ = this\r\n this.pp_.viewer_ = this.viewer_\r\n this.pp_.scene_ = this.scene_\r\n this.pp_.camera_ = this.camera_\r\n this.pp_.use()\r\n }\r\n\r\n setSize(w, h) {\r\n this.pp_.setSize(w, h)\r\n }\r\n\r\n render__() {\r\n this.pp_.render()\r\n }\r\n\r\n\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/pp/PPRenderer.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/Builder.js":
+/*!*************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/Builder.js ***!
+ \*************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Builder\": () => (/* binding */ Builder)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader */ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\");\n/* harmony import */ var _environment_BaseEnvironment__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../environment/BaseEnvironment */ \"./src-kutsi/crossyo/kutsi/environment/BaseEnvironment.js\");\n/* harmony import */ var _BuilderModel__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./BuilderModel */ \"./src-kutsi/crossyo/kutsi/util/BuilderModel.js\");\n/* harmony import */ var _BuilderTimeline__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./BuilderTimeline */ \"./src-kutsi/crossyo/kutsi/util/BuilderTimeline.js\");\n/* harmony import */ var _SceneTuningUtil__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./SceneTuningUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js\");\n\r\n\r\n\r\n/*\r\nimport { MTLLoader } from 'three/examples/jsm/loaders/MTLLoader'\r\nimport { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'\r\n*/\r\n\r\n\r\n\r\n// import { Sky } from 'three/examples/jsm/objects/Sky'\r\n\r\n// import { GUI } from 'three/examples/jsm/libs/dat.gui.module'\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\nclass Builder {\r\n\r\n constructor(opts, viewer) {\r\n this.opts_ = opts\r\n this.viewer_ = viewer\r\n }\r\n\r\n get renderer_() {\r\n if (!this.renderer__) {\r\n this.renderer__ = this.viewer_.renderer_\r\n }\r\n return this.renderer__\r\n }\r\n\r\n get scene_() {\r\n if (!this.scene__) {\r\n this.scene__ = this.viewer_.scene_\r\n }\r\n return this.scene__\r\n }\r\n\r\n get camera_() {\r\n if (!this.camera__) {\r\n this.camera__ = this.viewer_.camera_\r\n }\r\n return this.camera__\r\n }\r\n\r\n // from jx-map\r\n setupTimeline(param, next) {\r\n let timeline = new _BuilderTimeline__WEBPACK_IMPORTED_MODULE_3__.BuilderTimeline({\r\n viewer: this.viewer_,\r\n data: param.data,\r\n trackObjects: param.trackObjects,\r\n })\r\n if (param.onAfter) {\r\n param.onAfter(timeline)\r\n }\r\n next()\r\n }\r\n\r\n setupCustomization(param, next) {\r\n if (param.onDoing) {\r\n param.onDoing(next)\r\n } else {\r\n console.warning('setupCustomization require onDoing()!')\r\n }\r\n }\r\n\r\n setupEnvEquirect(param, next) {\r\n let tex = new three__WEBPACK_IMPORTED_MODULE_5__.TextureLoader().load(param.url)\r\n tex.mapping = three__WEBPACK_IMPORTED_MODULE_5__.EquirectangularReflectionMapping\r\n if (this.opts_.trend.hdr) {\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_5__.sRGBEncoding\r\n }\r\n if (param.onAfter) {\r\n param.onAfter(tex)\r\n }\r\n next()\r\n }\r\n\r\n setupEnvironment(param, next) {\r\n let env = new (param.clzEnvironment || _environment_BaseEnvironment__WEBPACK_IMPORTED_MODULE_1__.BaseEnvironment)(this.viewer_, param)\r\n // console.log('setupEnvironment', env, param)\r\n env.setup().then(() => {\r\n if (param.onAfter) {\r\n param.onAfter(env) // #20220820, for hospital-hvac\r\n }\r\n next()\r\n })\r\n }\r\n\r\n // #20211123 from red-valley\r\n // #20220624 deprecated, recommend use setup environment instead\r\n setupSky(param, next) { // for compatible\r\n let param2 = {}\r\n if (param.useSky == true) {\r\n param2.skyType = _environment_BaseEnvironment__WEBPACK_IMPORTED_MODULE_1__.SkyType.Atmosphere\r\n } else {\r\n param2.skyType = _environment_BaseEnvironment__WEBPACK_IMPORTED_MODULE_1__.SkyType.None\r\n }\r\n\r\n new Array('debug', 'exposure', 'toneMapping').forEach(n => {\r\n if (param[n]) {\r\n param2[n] = param[n]\r\n }\r\n })\r\n\r\n let skyAtmosphere = new Array('turbidity', 'rayleigh', 'mieCoefficient', 'mieDirectionalG', 'elevation', 'azimuth').reduce((prev, n) => {\r\n if (param.hasOwnProperty(n)) {\r\n prev[n] = param[n]\r\n }\r\n return prev\r\n }, {})\r\n if (skyAtmosphere) {\r\n param2.skyAtmosphere = skyAtmosphere\r\n }\r\n\r\n console.log('use deprecated setupSky, transform param to prarm2', param2)\r\n\r\n // move to hour env!\r\n // useDirectionalLight: true,\r\n // directionalLightIntensity: 1,\r\n // useShadow: false,\r\n // shadowMapWidth: 2048,\r\n\r\n this.setupEnvironment(param2, next)\r\n }\r\n\r\n\r\n // setupSky_old(param, next) {\r\n\r\n // param = Object.assign({\r\n // debug: false,\r\n // useDirectionalLight: true,\r\n // directionalLightIntensity: 1,\r\n\r\n // useSky: true,\r\n // turbidity: .1, // 10,\r\n // rayleigh: .6, // 3,\r\n // mieCoefficient: 0.005,\r\n // mieDirectionalG: 0.7,\r\n // elevation: 15,\r\n // azimuth: 180,\r\n\r\n // exposure: this.renderer_.toneMappingExposure,\r\n\r\n // useShadow: false,\r\n // shadowMapWidth: 2048,\r\n\r\n // toneMapping: null,\r\n\r\n // }, param)\r\n\r\n // if (param.toneMapping) {\r\n // this.renderer_.toneMapping = param.toneMapping\r\n // }\r\n\r\n // let sky = null\r\n // if (param.useSky) {\r\n // sky = new Sky()\r\n // sky.scale.setScalar(450000)\r\n // this.scene_.add(sky)\r\n // }\r\n // //\r\n // let sun = new THREE.Vector3()\r\n // let light = null\r\n // if (param.useDirectionalLight) {\r\n\r\n // light = new THREE.DirectionalLight(0xffffff, param.directionalLightIntensity)\r\n // this.scene_.add(light)\r\n // }\r\n // //\r\n // if (param.useDirectionalLight && param.useShadow) {\r\n // this.renderer_.shadowMap.enabled = true\r\n // this.renderer_.shadowMap.type = PCFSoftShadowMap\r\n\r\n // light.castShadow = true\r\n // light.shadow.camera.near = 10\r\n // light.shadow.camera.far = 10000\r\n // let d = 200\r\n // light.shadow.camera.left = -d\r\n // light.shadow.camera.right = d\r\n // light.shadow.camera.top = d\r\n // light.shadow.camera.bottom = -d\r\n // light.shadow.mapSize.width = param.shadowMapWidth\r\n // light.shadow.mapSize.height = param.shadowMapWidth\r\n // }\r\n\r\n // /// GUI\r\n\r\n // const effectController = param\r\n\r\n // const guiChanged = () => {\r\n\r\n // const phi = THREE.MathUtils.degToRad(90 - effectController.elevation)\r\n // const theta = THREE.MathUtils.degToRad(effectController.azimuth)\r\n\r\n // sun.setFromSphericalCoords(100, phi, theta)\r\n\r\n // if (sky) {\r\n // const uniforms = sky.material.uniforms\r\n // uniforms['turbidity'].value = effectController.turbidity\r\n // uniforms['rayleigh'].value = effectController.rayleigh\r\n // uniforms['mieCoefficient'].value = effectController.mieCoefficient\r\n // uniforms['mieDirectionalG'].value = effectController.mieDirectionalG\r\n // uniforms['sunPosition'].value.copy(sun)\r\n // }\r\n\r\n // this.renderer_.toneMappingExposure = effectController.exposure\r\n // this.renderer_.render(this.scene_, this.camera_)\r\n\r\n // if (light) {\r\n // light.position.copy(sun)\r\n // }\r\n\r\n // }\r\n\r\n // if (param.debug && registerClass.GUI) {\r\n // const gui = new registerClass.GUI()\r\n\r\n // if (sky) {\r\n // gui.add(effectController, 'turbidity', 0.0, 20.0, 0.1).onChange(guiChanged)\r\n // gui.add(effectController, 'rayleigh', 0.0, 4, 0.001).onChange(guiChanged)\r\n // gui.add(effectController, 'mieCoefficient', 0.0, 0.1, 0.001).onChange(guiChanged)\r\n // gui.add(effectController, 'mieDirectionalG', 0.0, 1, 0.001).onChange(guiChanged)\r\n // }\r\n // gui.add(effectController, 'elevation', -15, 90, 0.1).onChange(guiChanged)\r\n // gui.add(effectController, 'azimuth', - 180, 180, 0.1).onChange(guiChanged)\r\n // gui.add(effectController, 'exposure', 0, 4, 0.0001).onChange(guiChanged)\r\n // }\r\n\r\n // guiChanged()\r\n\r\n // next()\r\n // }\r\n\r\n // #20220409, for modeling\r\n setupLight(param, next) {\r\n\r\n // scan lights\r\n\r\n let mats = {}\r\n this.scene_.traverse(c => {\r\n if (c.isMesh) {\r\n let mid = c.material.uuid\r\n if (!mats[mid]) {\r\n mats[mid] = c.material\r\n }\r\n }\r\n })\r\n let arr_mats = Object.values(mats)\r\n\r\n let controller = Object.assign({\r\n lightMapIntensity: 1,\r\n envMapIntensity: 1,\r\n }, param)\r\n\r\n const guiChanged = () => {\r\n\r\n arr_mats.forEach(mat => {\r\n mat.lightMapIntensity = controller.lightMapIntensity\r\n mat.envMapIntensity = controller.envMapIntensity\r\n })\r\n\r\n }\r\n\r\n if ((0,_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_4__.getTuning)().gui) {\r\n const gui = (0,_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_4__.getTuning)().gui\r\n gui.add(controller, 'lightMapIntensity', 0, 20, .01).onChange(guiChanged)\r\n gui.add(controller, 'envMapIntensity', 0, 2, .01).onChange(guiChanged)\r\n }\r\n\r\n guiChanged()\r\n\r\n\r\n next()\r\n }\r\n\r\n // #20211124, from package-diy, for metro-l6\r\n // @deprecated 20220404\r\n // setupExpoLight(param, next) {\r\n // param = Object.assign({\r\n // debug: false,\r\n // intensity: 1,\r\n // }, param)\r\n\r\n // let r = 30\r\n // let dirs = [\r\n // { pos: new THREE.Vector3(0, r, 0), strength: 1 }\r\n // ]\r\n // for (let i = 0; i < 4; i++) {\r\n // let a = Math.PI * .125 + i * Math.PI * .5\r\n // dirs.push({ pos: new THREE.Vector3(r * Math.cos(a), r * .2, r * Math.sin(a)), strength: .75 })\r\n\r\n // }\r\n\r\n // dirs.push({ pos: new THREE.Vector3(0, -r, 0), strength: .75 })\r\n\r\n // // let rets = []\r\n // for (var dir of dirs) {\r\n // var dirLight = new THREE.DirectionalLight(0xffffff, dir.strength * param.intensity)\r\n // dirLight.position.copy(dir.pos)\r\n // this.scene_.add(dirLight)\r\n // // rets.push(dirLight)\r\n\r\n // if (param.debug) {\r\n // this.scene_.add(new THREE.DirectionalLightHelper(dirLight))\r\n // }\r\n\r\n // // let light = new THREE.PointLight(0xffffff, dir.strength)\r\n // // light.position.copy(dir.pos)\r\n // // this.scene_.add(light)\r\n // // rets.push(light)\r\n // }\r\n\r\n // next()\r\n\r\n // }\r\n\r\n setupTexture(param, next) {\r\n let tex = new three__WEBPACK_IMPORTED_MODULE_5__.TextureLoader().load(param.url)\r\n if (this.opts_.trend.hdr) {\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_5__.sRGBEncoding\r\n }\r\n if (param.onAfter) {\r\n param.onAfter(tex)\r\n }\r\n next()\r\n }\r\n\r\n // from material accounting\r\n setupTextures(param, next) {\r\n for (let key in param.objTextures) {\r\n let ot = param.objTextures[key]\r\n ot.texture = new three__WEBPACK_IMPORTED_MODULE_5__.TextureLoader().load(ot.url)\r\n if (this.opts_.trend.hdr) {\r\n ot.encoding = three__WEBPACK_IMPORTED_MODULE_5__.sRGBEncoding\r\n }\r\n }\r\n if (param.onAfter) {\r\n param.onAfter(param.objTextures)\r\n }\r\n next()\r\n }\r\n\r\n /*\r\n setupModelMtlObj(param, next) {\r\n let mgr = new THREE.LoadingManager()\r\n new MTLLoader(mgr).setPath(param.path).load(`${param.name}.mtl`, mats => {\r\n mats.preload()\r\n new OBJLoader(mgr).setPath(path).setMaterials(mats).load(`${param.name}.obj`, obj => {\r\n if (param.onAfter) {\r\n param.onAfter(obj)\r\n }\r\n next()\r\n })\r\n })\r\n }\r\n */\r\n\r\n setupModelGltf(param, next) {\r\n console.log(param)\r\n if (param.url && (!param.path || !param.name)) { // #20220703, from actuator-1\r\n let url = param.url\r\n let ls = url.lastIndexOf('/')\r\n if (ls >= 0) {\r\n param.path = url.substring(0, ls + 1)\r\n param.name = url.substring(ls + 1)\r\n } else {\r\n param.path = './'\r\n param.name = url\r\n }\r\n }\r\n\r\n new three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_0__.GLTFLoader().setPath(param.path).load(`${param.name}`, gltf => {\r\n // console.log(gltf)\r\n const after_predefined_ = () => {\r\n if (param.onAfter) {\r\n param.onAfter(gltf.scene)\r\n }\r\n next()\r\n }\r\n if (param.predefinedModel) { // from jx-map\r\n /**\r\n * {\r\n * aoMapLinearEncoding: false, // #20220603,for kiwi\r\n * depressWarning: false,\r\n * maps: {\r\n * 'map1': {url: '*.png'}\r\n * },\r\n * objects_isolate_material: true, // default false\r\n * objects_re: [ // 更低优先级!\r\n * {re: /^(?!.*(-ceiling|-wall|-floor|-socket)).*$/, lightMap: '', aoMap:'' }\r\n * ],\r\n * objects: {\r\n * 'obj-1': {\r\n * lightMap: '',\r\n * aoMap: '',\r\n * aoMapIntensity: 1,\r\n * color: new Color(0xff0000),\r\n * opacity: 1,\r\n * geo: {\r\n * swapUv:false|true, \r\n * uvToUv2:false|true\r\n * },\r\n * }\r\n * },\r\n * materials_re: [ // 更低优先级!\r\n * {}\r\n * ],\r\n * materials: {\r\n * '': {}\r\n * },\r\n * }\r\n * \r\n * 补充写法1)scan _bake_names ref to smart-farm\r\n */\r\n new _BuilderModel__WEBPACK_IMPORTED_MODULE_2__.BuilderModel({\r\n prefixAsset: this.viewer_.prefixAsset_,\r\n data: param.predefinedModel\r\n }).process(gltf.scene, after_predefined_)\r\n } else {\r\n after_predefined_()\r\n }\r\n })\r\n }\r\n\r\n\r\n}\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/Builder.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/BuilderEx.js":
+/*!***************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/BuilderEx.js ***!
+ \***************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BuilderEx\": () => (/* binding */ BuilderEx)\n/* harmony export */ });\n/* harmony import */ var _Builder__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Builder */ \"./src-kutsi/crossyo/kutsi/util/Builder.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_loaders_RGBELoader__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three/examples/jsm/loaders/RGBELoader */ \"./node_modules/three/examples/jsm/loaders/RGBELoader.js\");\n/* harmony import */ var three_examples_jsm_loaders_EXRLoader__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/loaders/EXRLoader */ \"./node_modules/three/examples/jsm/loaders/EXRLoader.js\");\n\r\n\r\n\r\n\r\n\r\n/**\r\n * 由于可能引用three examples扩展库,独立参数化,默认时,只用Builder,可以减少不必要的包大小\r\n */\r\nclass BuilderEx extends _Builder__WEBPACK_IMPORTED_MODULE_0__.Builder {\r\n\r\n constructor(opts, viewer) {\r\n super(opts, viewer)\r\n }\r\n\r\n setupEnvEquirect(param, next) {\r\n let is_hdr = /\\.hdr$/.test(param.url)\r\n let is_exr = /\\.exr$/.test(param.url)\r\n if (is_hdr || is_exr) { // #20220314, for vlab3-lab\r\n\r\n let pmrem_gen = new three__WEBPACK_IMPORTED_MODULE_3__.PMREMGenerator(this.viewer_.renderer_)\r\n pmrem_gen.compileEquirectangularShader()\r\n\r\n let clzLoader = is_hdr ? three_examples_jsm_loaders_RGBELoader__WEBPACK_IMPORTED_MODULE_1__.RGBELoader : three_examples_jsm_loaders_EXRLoader__WEBPACK_IMPORTED_MODULE_2__.EXRLoader\r\n\r\n new clzLoader()\r\n // .setDataType(UnsignedByteType)\r\n .load(param.url, hdr => {\r\n\r\n let tex = pmrem_gen.fromEquirectangular(hdr).texture\r\n pmrem_gen.dispose()\r\n hdr.dispose()\r\n\r\n if (param.onAfter) {\r\n param.onAfter(tex)\r\n }\r\n\r\n next()\r\n\r\n })\r\n\r\n } else {\r\n super.setupEnvEquirect(param, next)\r\n }\r\n }\r\n\r\n \r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/BuilderEx.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/BuilderModel.js":
+/*!******************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/BuilderModel.js ***!
+ \******************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BuilderModel\": () => (/* binding */ BuilderModel)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\nconst check_uv2_ = (meshes, depressWarning) => {\r\n if (!depressWarning) {\r\n if (meshes && meshes.length > 0) {\r\n meshes.forEach(m => {\r\n if (!m.geometry.attributes['uv2']) {\r\n console.warn('mesh', m, 'has no uv2!')\r\n }\r\n })\r\n }\r\n }\r\n}\r\n\r\n// #20220603, 通过string或者直接引用变量\r\nconst find_map__ = (maps, map) => {\r\n if (typeof map === 'string') {\r\n return maps[map]\r\n } else {\r\n return map\r\n }\r\n}\r\n\r\n// meshes for validate!\r\nconst process_def_material_ = (def, material, maps, meshes, data) => {\r\n\r\n if (def.hasOwnProperty('map')) {\r\n if (def.map == null) {\r\n material.map = null\r\n } else {\r\n // let fm = maps[def.map]\r\n let fm = find_map__(maps, def.map)\r\n if (fm) {\r\n material.map = fm.tex_\r\n } else {\r\n console.warn('map未發現(map)', def.map)\r\n }\r\n }\r\n }\r\n if (def.hasOwnProperty('lightMap')) {\r\n\r\n check_uv2_(meshes, data.depressWarning)\r\n\r\n if (def.lightMap == null) {\r\n material.lightMap = null // 不太可能發生,目前導出來看!\r\n } else {\r\n // let fm = maps[def.lightMap]\r\n let fm = find_map__(maps, def.lightMap)\r\n if (fm) {\r\n material.lightMap = fm.tex_\r\n // material.lightMapIntensity = 10 // material.envMapIntensity\r\n // material.envMapIntensity = .9\r\n } else {\r\n console.warn('map未發現(lightMap)', def.lightMap)\r\n }\r\n }\r\n }\r\n if (def.hasOwnProperty('aoMap')) {\r\n\r\n check_uv2_(meshes, data.depressWarning)\r\n\r\n if (def.aoMap == null) {\r\n material.aoMap = null // 不太可能發生,目前導出來看!\r\n } else {\r\n // let fm = maps[def.aoMap]\r\n let fm = find_map__(maps, def.aoMap)\r\n if (fm) {\r\n if (data.aoMapLinearEncoding) { // #20220603,for kiwi\r\n fm.tex_.encoding = three__WEBPACK_IMPORTED_MODULE_0__.LinearEncoding\r\n fm.tex_.needsUpdate = true\r\n }\r\n\r\n material.aoMap = fm.tex_\r\n } else {\r\n console.warn('map未發現(aoMap)', def.aoMap)\r\n }\r\n }\r\n }\r\n\r\n if (def.hasOwnProperty('lightMapIntensity')) {\r\n material.lightMapIntensity = def.lightMapIntensity\r\n }\r\n\r\n if (def.hasOwnProperty('aoMapIntensity')) {\r\n material.aoMapIntensity = def.aoMapIntensity\r\n }\r\n\r\n if (def.hasOwnProperty('envMapIntensity')) {\r\n material.envMapIntensity = def.envMapIntensity\r\n }\r\n\r\n if (def.hasOwnProperty('blending')) {\r\n material.blending = def.blending\r\n }\r\n\r\n if (def.hasOwnProperty('color')) {\r\n material.color = def.color\r\n }\r\n\r\n if (def.hasOwnProperty('opacity')) {\r\n material.opacity = def.opacity\r\n }\r\n\r\n // #20220404\r\n if (def.hasOwnProperty('metalness')) {\r\n material.metalness = def.metalness\r\n }\r\n\r\n if (def.hasOwnProperty('roughness')) {\r\n material.roughness = def.roughness\r\n }\r\n\r\n material.needsUpdate = true\r\n}\r\n\r\n\r\nconst def_geo_process_ = (geo, m) => {\r\n\r\n // m.geometry\r\n let uv = m.geometry.attributes['uv']\r\n let uv2 = m.geometry.attributes['uv2']\r\n\r\n if (geo.swapUv) {\r\n if (uv && uv2) {\r\n m.geometry.attributes['uv'] = uv2\r\n m.geometry.attributes['uv2'] = uv\r\n }\r\n } else if (geo.uvToUv2) {\r\n if (uv) {\r\n console.log('geo.uvToUv2')\r\n m.geometry.attributes['uv2'] = uv\r\n // m.geometry.deleteAttribute('uv')\r\n }\r\n }\r\n\r\n}\r\n\r\n// from jx-map\r\n// #20220126, for campus\r\nclass BuilderModel {\r\n\r\n constructor({ prefixAsset, data }) {\r\n this.prefixAsset_ = prefixAsset\r\n this.data_ = data\r\n // aoMapLinearEncoding\r\n this.data_.depressWarning = this.data_.depressWarning || false\r\n }\r\n\r\n process(o3d, onCompletion) {\r\n\r\n let maps = this.data_.maps\r\n if (maps) {\r\n\r\n Promise.all(\r\n Object.values(maps).map(map => {\r\n return new Promise((resolv, reject) => {\r\n new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader().load(`${this.prefixAsset_}/${map.url}`, tex => {\r\n tex.flipY = false\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_0__.sRGBEncoding\r\n // tex.encoding = LinearEncoding // aoMap 在後續修正\r\n tex.needsUpdate = true\r\n map.tex_ = tex\r\n resolv(tex)\r\n }, null, () => {\r\n reject()\r\n })\r\n })\r\n })\r\n ).then(() => {\r\n // console.log(maps)\r\n this.process_2_(o3d, onCompletion)\r\n })\r\n\r\n } else {\r\n this.process_2_(o3d, onCompletion)\r\n }\r\n }\r\n\r\n process_2_(o3d, onCompletion) {\r\n\r\n let maps = this.data_.maps\r\n\r\n {// #20220314, from vlab3-lab\r\n let mats_re = this.data_.materials_re // 未经测试!\r\n if (mats_re) {\r\n this.data_.materials = this.data_.materials || {}\r\n o3d.traverse(c => {\r\n // if (c.isMesh) {\r\n let matname = c.material.name\r\n mats_re.forEach(d => {\r\n if (d.re.test(matname)) {\r\n this.data_.materials[matname] = Object.assign(\r\n Object.assign({}, d),\r\n this.data_.materials[matname]\r\n )\r\n }\r\n })\r\n // }\r\n })\r\n }\r\n let objs_re = this.data_.objects_re\r\n if (objs_re) {\r\n this.data_.objects = this.data_.objects || {}\r\n o3d.traverse(c => {\r\n // if (c.isMesh) {\r\n let cname = c.name\r\n objs_re.forEach(d => {\r\n // console.log(d, cname, d.re.test(cname))\r\n if (d.re.test(cname)) {\r\n\r\n this.data_.objects[cname] = Object.assign(\r\n Object.assign({}, d),\r\n this.data_.objects[cname]\r\n )\r\n }\r\n })\r\n // }\r\n })\r\n }\r\n }\r\n\r\n let mats = this.data_.materials\r\n if (mats) {\r\n\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n let mat = c.material\r\n let fmat = mats[mat.name]\r\n if (fmat) {\r\n if (!fmat.material_) {\r\n fmat.material_ = mat\r\n // process!\r\n fmat.meshes_ = [c]\r\n } else {\r\n fmat.meshes_.push(c)\r\n }\r\n }\r\n }\r\n })\r\n\r\n Object.values(mats).forEach(mat => {\r\n if (mat.material_) {\r\n\r\n let def = mat\r\n let geo = def.geo\r\n if (geo) {\r\n def.meshes_.forEach(m => {\r\n\r\n def_geo_process_(geo, m)\r\n\r\n })\r\n }\r\n\r\n process_def_material_(def, def.material_, maps, def.meshes_, this.data_)\r\n\r\n } else {\r\n console.warn('未匹配的材質', mat)\r\n }\r\n })\r\n\r\n }\r\n\r\n // #20220126 for campus\r\n let objs = this.data_.objects\r\n if (objs) {\r\n\r\n o3d.traverse(c => {\r\n let fobj = objs[c.name]\r\n // console.log(c.name, fobj)\r\n if (fobj) {\r\n fobj.o3d_ = c\r\n }\r\n })\r\n\r\n Object.values(objs).forEach(def => {\r\n if (def.o3d_) {\r\n def.o3d_.traverse(c => {\r\n if (c.isMesh) {\r\n if (this.data_.objects_isolate_material) {\r\n c.material = c.material.clone()\r\n }\r\n\r\n if (def.geo) {\r\n def_geo_process_(def.geo, c)\r\n }\r\n\r\n process_def_material_(def, c.material, maps, [c], this.data_)\r\n }\r\n })\r\n } else {\r\n console.warn('def o3d not found', def)\r\n }\r\n })\r\n\r\n\r\n }\r\n\r\n console.log('BUILDER MODEL', this.data_)\r\n\r\n onCompletion()\r\n }\r\n\r\n\r\n}\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/BuilderModel.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/BuilderTimeline.js":
+/*!*********************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/BuilderTimeline.js ***!
+ \*********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BuilderTimeline\": () => (/* binding */ BuilderTimeline),\n/* harmony export */ \"CommonTrack\": () => (/* binding */ CommonTrack),\n/* harmony export */ \"easeInOutQuad\": () => (/* binding */ easeInOutQuad)\n/* harmony export */ });\n\r\n\r\n\r\nconst easeInOutQuad = function (x) {\r\n return x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2;\r\n}\r\n\r\n\r\n\r\nclass CommonTrack {\r\n //keyframes: []\r\n constructor() {\r\n }\r\n\r\n init_(track) {\r\n }\r\n\r\n update_({ kf1, kf2, ut, v }) {\r\n // let s1 = kf1.stage\r\n // let s2 = kf2.stage\r\n\r\n }\r\n\r\n}\r\n\r\n\r\n\r\nconst track_common_mixin = {\r\n init_() {\r\n this.kf_idx_ = 0\r\n },\r\n\r\n next_kf_idx_(kf_idx) {\r\n return (kf_idx + 1) % this.keyframes.length\r\n },\r\n\r\n update_(ct) {\r\n let kf_idx = this.kf_idx_\r\n let next_kf_idx = this.next_kf_idx_(kf_idx)\r\n let keyframes = this.keyframes\r\n let kf1 = keyframes[kf_idx]\r\n let kf2 = keyframes[next_kf_idx]\r\n for (let i = 0; i < keyframes.length; i++) {\r\n if (ct == kf1.time || (ct > kf1.time && ct < kf2.time)) {\r\n // console.log(`find ${i+1} times, ${kf_idx} - ${next_kf_idx}`)\r\n break;\r\n }\r\n kf_idx = next_kf_idx\r\n next_kf_idx = this.next_kf_idx_(kf_idx)\r\n kf1 = keyframes[kf_idx]\r\n kf2 = keyframes[next_kf_idx]\r\n }\r\n this.kf_idx_ = kf_idx\r\n\r\n //\r\n let ut = 0\r\n if (kf2.time > kf1.time) {\r\n ut = (ct - kf1.time) / (kf2.time - kf1.time)\r\n }\r\n\r\n let v = easeInOutQuad(ut)\r\n\r\n return {\r\n kf1,\r\n kf2,\r\n ut,\r\n v,\r\n ct,\r\n }\r\n }\r\n\r\n}\r\n\r\n// from jx-map\r\nclass BuilderTimeline {\r\n\r\n constructor({ viewer, data, trackObjects }) {\r\n this.viewer_ = viewer\r\n this.data1_ = data\r\n\r\n this.work_ = 0 // 1 work, 2, end\r\n\r\n this.total_time_ = 0\r\n this.data1_.tracks.forEach((track, i) => {\r\n let kfs = track.keyframes\r\n this.total_time_ = Math.max(this.total_time_, kfs[kfs.length - 1].time)\r\n //\r\n Object.assign(track, track_common_mixin)\r\n track.init_()\r\n\r\n let hasLookAt = false\r\n let hasStage = false\r\n kfs.forEach(kf => {\r\n hasLookAt |= kf.hasOwnProperty('lookAt')\r\n hasStage |= kf.hasOwnProperty('stage')\r\n })\r\n track.objects_ = []\r\n // TODO 完善名称实例匹配\r\n if (hasLookAt && trackObjects.lookAt) {\r\n trackObjects.lookAt.init_(track)\r\n track.objects_.push(trackObjects.lookAt)\r\n }\r\n if (hasStage && trackObjects.stage) {\r\n trackObjects.stage.init_(track)\r\n track.objects_.push(trackObjects.stage)\r\n }\r\n })\r\n\r\n }\r\n\r\n startup(startupTime) {\r\n this.work_ = 1\r\n this.time0_ = this.viewer_.u_time_.value\r\n }\r\n\r\n update(time) {\r\n if (this.work_ == 1) {\r\n let t = time - this.time0_\r\n\r\n // cycle time\r\n let ct = t % this.total_time_\r\n\r\n // console.log(ct)\r\n\r\n this.data1_.tracks.forEach((track, i) => {\r\n let calc = track.update_(ct)\r\n // console.log(calc)\r\n track.objects_.forEach(obj => {\r\n obj.update_(calc)\r\n })\r\n })\r\n\r\n }\r\n }\r\n\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/BuilderTimeline.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/MathUtil.js":
+/*!**************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/MathUtil.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"SeedRandom\": () => (/* binding */ SeedRandom),\n/* harmony export */ \"ceilPowerOfTwo\": () => (/* binding */ ceilPowerOfTwo),\n/* harmony export */ \"easeInOutQuad\": () => (/* binding */ easeInOutQuad),\n/* harmony export */ \"easeInQuad\": () => (/* binding */ easeInQuad),\n/* harmony export */ \"easeOutQuad\": () => (/* binding */ easeOutQuad),\n/* harmony export */ \"fmod\": () => (/* binding */ fmod)\n/* harmony export */ });\n\r\nconst ceilPowerOfTwo = v => {\r\n\treturn Math.pow(2, Math.ceil(Math.log(v) / Math.log(2)));\r\n}\r\n\r\n// form yo-math!\r\nconst fmod = (n, p) => {\r\n\tif (n < 0)\r\n\t\tn = p - Math.abs(n) % p;\r\n\treturn n % p;\r\n}\r\n\r\n// http://gizma.com/easing/\r\n// t: current timeout\r\n// b: start value\r\n// c: change in value\r\n// d: duration\r\nconst easeInQuad = (t, b, c, d) => {\r\n\tt /= d;\r\n\treturn c * t * t + b;\r\n}\r\n\r\nconst easeOutQuad = (t, b, c, d) => {\r\n\tt /= d;\r\n\treturn -c * t * (t - 2) + b;\r\n}\r\n\r\nconst easeInOutQuad = (t, b, c, d) => {\r\n\tt /= d / 2;\r\n\tif (t < 1) return c / 2 * t * t + b;\r\n\tt--;\r\n\treturn -c / 2 * (t * (t - 2) - 1) + b;\r\n}\r\n\r\n// #20210610\r\n// const seg_intersection = (p0, p1, p2, p3) => {\r\n// \tvar s, s1_x, s1_y, s2_x, s2_y, t;\r\n\r\n// \ts1_x = p1.x - p0.x;\r\n// \ts1_y = p1.y - p0.y;\r\n// \ts2_x = p3.x - p2.x;\r\n// \ts2_y = p3.y - p2.y;\r\n// \ts = (-s1_y * (p0.x - p2.x) + s1_x * (p0.y - p2.y)) / (-s2_x * s1_y + s1_x * s2_y);\r\n// \tt = (s2_x * (p0.y - p2.y) - s2_y * (p0.x - p2.x)) / (-s2_x * s1_y + s1_x * s2_y);\r\n// \tif (s >= 0 && s <= 1 && t >= 0 && t <= 1) {\r\n// \t\treturn {\r\n// \t\t\tx: p0.x + (t * s1_x),\r\n// \t\t\ty: p0.y + (t * s1_y)\r\n// \t\t};\r\n// \t}\r\n// \treturn null;\r\n// };\r\n\r\n// #20220601, kiwi\r\n\r\nclass SeedRandom {\r\n\r\n\tconstructor(seed) {\r\n\t\tthis.seed_ = this.hash_(seed || 9988); // 避免种子产生规律,以及seed 0的问题\r\n\t}\r\n\r\n\tnext() {\r\n\t\tvar x = Math.sin(this.seed_++) * 10000;\r\n\t\treturn x - Math.floor(x);\r\n\t}\r\n\r\n\tnextInt(v) {\r\n\t\t// var r1 = this.next();\r\n\t\t// var r = Math.floor(r1 * v);\r\n\t\t// console.log('next with seed_', this.seed_, r1, 'x', v, '=', r);\r\n\t\t// return r;\r\n\t\treturn Math.floor(this.next() * v);\r\n\t}\r\n\r\n\thash_(seed) {\r\n\t\tvar str = ' ' + seed;\r\n\t\tvar hash = 0,\r\n\t\t\ti, chr, len;\r\n\t\tif (str.length === 0) return hash;\r\n\t\tfor (i = 0, len = str.length; i < len; i++) {\r\n\t\t\tchr = str.charCodeAt(i);\r\n\t\t\thash = ((hash << 5) - hash) + chr;\r\n\t\t\thash |= 0; // Convert to 32bit integer\r\n\t\t}\r\n\t\treturn hash;\r\n\t}\r\n\r\n}\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/MathUtil.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/PerspUtil.js":
+/*!***************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/PerspUtil.js ***!
+ \***************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"PerspType\": () => (/* binding */ PerspType)\n/* harmony export */ });\n\r\nconst PerspType = {\r\n Persp:1,\r\n NoPersp:2,\r\n NearFarPersp:3,\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/PerspUtil.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/Picker.js":
+/*!************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/Picker.js ***!
+ \************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Picker\": () => (/* binding */ Picker)\n/* harmony export */ });\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! events */ \"./node_modules/events/events.js\");\n/* harmony import */ var events__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(events__WEBPACK_IMPORTED_MODULE_0__);\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _SceneUtil__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./SceneUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneUtil.js\");\n\r\n\r\n\r\n\r\n\r\n// #20211220, sync from red-valley\r\nclass Picker extends (events__WEBPACK_IMPORTED_MODULE_0___default()) {\r\n\r\n constructor(param) {\r\n\r\n super()\r\n\r\n this.param_ = Object.assign({\r\n useHitVisible: true,\r\n useMeshGroup: false,\r\n useHitsArray: false,\r\n useMove: false,\r\n upPhasePeriodThreshold: 0.05, // #20220306, for shelves 从按下到弹起期间point移动的距离,如果小于这个数值视为点击\r\n }, param) // domElement\r\n\r\n let size = this.param_.viewer.size_\r\n let dpr = this.param_.viewer.pixelRatio_\r\n this.is_wx_ = this.param_.viewer.is_wx_\r\n this.vpos_ = new three__WEBPACK_IMPORTED_MODULE_2__.Vector2()\r\n\r\n this.on_move_ = event => {\r\n // let vx = (event.clientX / size.w) * 2 - 1\r\n // let vy = -(event.clientY / size.h) * 2 + 1\r\n let vx = (event.offsetX / size.w) * 2 - 1\r\n let vy = -(event.offsetY / size.h) * 2 + 1\r\n // console.log(size, event.clientX, event.clientY)\r\n if (vx != this.vpos_.x || vy != this.vpos_.y) {\r\n this.is_move_ = true\r\n this.vpos_.set(vx, vy)\r\n }\r\n }\r\n\r\n this.hits_ = null\r\n if (this.param_.useHitsArray) {\r\n this.hits_ = {\r\n arr: []\r\n }\r\n }\r\n\r\n this.pick_obj_ = null\r\n this.latest_down_pick_obj_ = null\r\n\r\n let update_vpos_ = (x, y) => {\r\n let vx = (x / size.w) * 2 - 1\r\n let vy = -(y / size.h) * 2 + 1\r\n // console.log('update_vpos_', x, y, size.w, size.h, vx, vy)\r\n if (vx != this.vpos_.x || vy != this.vpos_.y) {\r\n this.vpos_.set(vx, vy)\r\n }\r\n }\r\n\r\n this.on_down_ = event => {\r\n event.preventDefault()\r\n // console.log(event)\r\n this.is_down_ = true\r\n\r\n // console.log(size, event.clientX, event.clientY)\r\n update_vpos_(event.offsetX, event.offsetY)\r\n this.down_vpos_ = this.vpos_.clone()\r\n }\r\n\r\n this.on_up_ = event => {\r\n event.preventDefault()\r\n\r\n update_vpos_(event.offsetX, event.offsetY)\r\n let dist = this.vpos_.distanceTo(this.down_vpos_)\r\n\r\n if (dist < this.param_.upPhasePeriodThreshold) {\r\n this.emit('downUpPick', this.latest_down_pick_obj_)\r\n } else {\r\n this.emit('downUpNone') // #20220916, shelves, just for some subscriber required!\r\n }\r\n }\r\n\r\n // console.log('##picker init', this.param_.domElement)\r\n // for wx use touchstart\r\n\r\n this.on_touchstart_ = event => {\r\n event.preventDefault() // prevent scrolling\r\n // console.log(event)\r\n this.is_down_ = true\r\n\r\n let ts = event.touches\r\n if (ts.length == 1) {\r\n update_vpos_(ts[0].clientX * dpr, ts[0].clientY * dpr)\r\n } else {\r\n update_vpos_(\r\n (ts[0].clientX * dpr + ts[1].clientX * dpr) / 2,\r\n (ts[0].clientY * dpr + ts[1].clientY * dpr) / 2\r\n )\r\n }\r\n this.down_vpos_ = this.vpos_.clone()\r\n }\r\n\r\n this.param_.domElement.addEventListener('pointermove', this.on_move_)\r\n this.param_.domElement.addEventListener('pointerdown', this.on_down_)\r\n this.param_.domElement.addEventListener('pointerup', this.on_up_)\r\n if (this.is_wx_) {\r\n this.param_.domElement.addEventListener('touchstart', this.on_touchstart_, { passive: false })\r\n }\r\n\r\n this.raycaster_ = new three__WEBPACK_IMPORTED_MODULE_2__.Raycaster()\r\n }\r\n\r\n\r\n try_match_group_(int0) {\r\n let grps = int0.object.geometry.groups\r\n if (grps && grps.length > 0) {\r\n // grp { start: Integer, count: Integer, materialIndex: Integer }\r\n // int0.faceIndex\r\n\r\n // console.log(int0, { grps })\r\n\r\n let fi = int0.faceIndex * 3\r\n\r\n let match = null\r\n // #20220114,fixed!\r\n for (let i = grps.length - 1; i >= 0; i--) {\r\n let grp = grps[i]\r\n if (fi >= grp.start) {\r\n match = grp\r\n break\r\n }\r\n }\r\n\r\n if (match) {\r\n // console.log(int0.faceIndex, match)\r\n return match\r\n }\r\n }\r\n return null\r\n }\r\n\r\n update_() {\r\n this.raycaster_.setFromCamera(this.vpos_, this.param_.viewer.camera_)\r\n let hits_arr = null\r\n if (this.hits_) {\r\n if (this.param_.useHitVisible) {\r\n hits_arr = this.hits_.arr.filter(o => o.visible)\r\n } else {\r\n hits_arr = this.hits_.arr\r\n }\r\n } else {\r\n // hits_arr = this.param_.viewer.scene_.children\r\n hits_arr = []\r\n if (this.param_.useHitVisible) {\r\n this.param_.viewer.scene_.traverse(c => {\r\n if (c.isMesh && c.visible) {\r\n hits_arr.push(c)\r\n }\r\n })\r\n } else {\r\n this.param_.viewer.scene_.traverse(c => {\r\n if (c.isMesh) {\r\n hits_arr.push(c)\r\n }\r\n })\r\n }\r\n }\r\n // console.log(hits_arr)\r\n let intersects = this.raycaster_.intersectObjects(hits_arr, false /* true */)\r\n if (intersects.length > 0) {\r\n // console.log(intersects) \r\n // {distance: 138.32836615794753, point: Vector3, object: Mesh, uv: Vector2, \r\n // face: {a: 7803, b: 7804, c: 7805, normal: Vector3, materialIndex: 0}, faceIndex: 2601\r\n\r\n let int0 = intersects[0]\r\n this.pick_obj_ = {\r\n int0\r\n }\r\n if (this.param_.useMeshGroup) {\r\n this.pick_obj_.mg = this.try_match_group_(int0)\r\n }\r\n if (this.param_.useMove && this.is_move_) {\r\n this.emit('movePick', this.pick_obj_)\r\n }\r\n if (this.is_down_) {\r\n this.emit('downPick', this.pick_obj_)\r\n this.latest_down_pick_obj_ = this.pick_obj_\r\n }\r\n\r\n } else {\r\n this.pick_obj_ = null\r\n if (this.param_.useMove && this.is_move_) {\r\n this.emit('movePickNone')\r\n }\r\n // #20220301\r\n if (this.is_down_) {\r\n this.emit('downPick', {})\r\n this.latest_down_pick_obj_ = {}\r\n }\r\n }\r\n\r\n this.is_move_ = false\r\n this.is_down_ = false\r\n }\r\n\r\n update() {\r\n if (!this.param_.useMove) { // normal, just down\r\n if (this.is_down_) {\r\n this.update_()\r\n }\r\n } else { // move or down\r\n if (this.is_move_ || this.is_down_) {\r\n this.update_()\r\n }\r\n }\r\n }\r\n\r\n dispose() {\r\n this.emptyHits()\r\n if (this.is_wx_) {\r\n this.param_.domElement.removeEventListener('touchstart', this.on_touchstart_)\r\n }\r\n this.param_.domElement.removeEventListener('pointerup', this.on_up_)\r\n this.param_.domElement.removeEventListener('pointerdown', this.on_down_)\r\n this.param_.domElement.removeEventListener('pointermove', this.on_move_)\r\n }\r\n\r\n emptyHits() {\r\n if (this.hits_) {\r\n this.hits_.arr = []\r\n }\r\n }\r\n\r\n pushHit(obj, opts = { attachHitBox: false }) {\r\n if (this.hits_) {\r\n // #20220919, for hvac\r\n if (opts.attachHitBox) {\r\n if (!obj.hit_mesh_) {\r\n let bbx = (0,_SceneUtil__WEBPACK_IMPORTED_MODULE_1__.local_box3)(obj)\r\n // console.log('bbx', bbx)\r\n // obj.add(new Box3Helper(bbx))\r\n\r\n let m = new three__WEBPACK_IMPORTED_MODULE_2__.Mesh(new three__WEBPACK_IMPORTED_MODULE_2__.BoxGeometry(1, 1, 1), new three__WEBPACK_IMPORTED_MODULE_2__.MeshBasicMaterial({\r\n color: 0xffff00,\r\n // wireframe: true,\r\n visible: false,\r\n }))\r\n m.is_hit_mesh_ = true\r\n bbx.getSize(m.scale)\r\n bbx.getCenter(m.position)\r\n obj.add(m)\r\n\r\n obj.hit_mesh_ = m\r\n m.hit_ = obj.hit_\r\n }\r\n }\r\n // this.hits_.arr.push(obj)\r\n // #20220528, from kiwi, 例如 red-valley 中的LocO3d 具有 hit_mesh_\r\n this.hits_.arr.push(obj.hit_mesh_ || obj)\r\n }\r\n }\r\n\r\n // #20220610, for shelves\r\n spliceHit(obj) {\r\n if (this.hits_) {\r\n let fi = this.hits_.arr.indexOf(obj)\r\n if (fi >= 0) {\r\n return this.hits_.arr.splice(fi, 1)\r\n }\r\n }\r\n return null\r\n }\r\n\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/Picker.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js":
+/*!*********************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js ***!
+ \*********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"getTuning\": () => (/* binding */ getTuning)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _BaseViewer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../BaseViewer */ \"./src-kutsi/crossyo/kutsi/BaseViewer.js\");\n\r\n\r\n\r\n\r\n\r\nclass Tuning {\r\n\r\n constructor() {\r\n this.gui_ = null\r\n }\r\n\r\n create_env_ball = apply => {\r\n let ball = new three__WEBPACK_IMPORTED_MODULE_1__.Mesh(new three__WEBPACK_IMPORTED_MODULE_1__.SphereBufferGeometry(.5, 64, 32), new three__WEBPACK_IMPORTED_MODULE_1__.MeshStandardMaterial({\r\n metalness: 1,\r\n roughness: 0,\r\n }))\r\n if (apply) {\r\n apply(ball)\r\n }\r\n return ball\r\n }\r\n \r\n create_sample_balls = apply => {\r\n const vals = [0, .125, .5, .875, 1]\r\n let grp = new three__WEBPACK_IMPORTED_MODULE_1__.Object3D()\r\n let vlen = vals.length\r\n let vlen2 = vlen / 2\r\n \r\n let geo = new three__WEBPACK_IMPORTED_MODULE_1__.SphereBufferGeometry(.1, 64, 32)\r\n \r\n for (let i = 0; i < vlen; i++) {\r\n for (let j = 0; j < vlen; j++) {\r\n let ball = new three__WEBPACK_IMPORTED_MODULE_1__.Mesh(\r\n geo,\r\n // new MeshStandardMaterial({\r\n new three__WEBPACK_IMPORTED_MODULE_1__.MeshPhysicalMaterial({\r\n roughness: vals[i],\r\n metalness: vals[j],\r\n // clearcoat: 1,\r\n })\r\n )\r\n ball.position.set(0, (j - vlen2 + .5) / 4, (i - vlen2 + .5) / 4)\r\n grp.add(ball)\r\n }\r\n }\r\n grp.add(new three__WEBPACK_IMPORTED_MODULE_1__.AxesHelper(1))\r\n if (apply) {\r\n apply(grp)\r\n }\r\n return grp\r\n }\r\n \r\n get gui() {\r\n if (!this.gui_) {\r\n if (_BaseViewer__WEBPACK_IMPORTED_MODULE_0__.registerClass.GUI) {\r\n this.gui_ = new _BaseViewer__WEBPACK_IMPORTED_MODULE_0__.registerClass.GUI()\r\n }\r\n }\r\n return this.gui_\r\n }\r\n\r\n}\r\n\r\nconst ref = {\r\n tuning_: null\r\n}\r\n\r\nconst getTuning = ()=>{\r\n if (!ref.tuning_) {\r\n ref.tuning_ = new Tuning()\r\n }\r\n return ref.tuning_\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/SceneUtil.js":
+/*!***************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/SceneUtil.js ***!
+ \***************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"MERGE_RE_CENTER\": () => (/* binding */ MERGE_RE_CENTER),\n/* harmony export */ \"MERGE_TO_ROOT\": () => (/* binding */ MERGE_TO_ROOT),\n/* harmony export */ \"dump_o3d\": () => (/* binding */ dump_o3d),\n/* harmony export */ \"local_box3\": () => (/* binding */ local_box3),\n/* harmony export */ \"merge_o3d_array\": () => (/* binding */ merge_o3d_array),\n/* harmony export */ \"to_material_group\": () => (/* binding */ to_material_group),\n/* harmony export */ \"traverse_deep\": () => (/* binding */ traverse_deep),\n/* harmony export */ \"traverse_mtx\": () => (/* binding */ traverse_mtx)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_utils_BufferGeometryUtils__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/utils/BufferGeometryUtils */ \"./node_modules/three/examples/jsm/utils/BufferGeometryUtils.js\");\n\r\n\r\n\r\n// from pamir base/yo-util, red-valley\r\nconst traverse_deep = (o3d, callback, deep = 0) => {\r\n callback(o3d, deep)\r\n let d2 = deep + 1\r\n o3d.children.forEach(c => {\r\n traverse_deep(c, callback, d2)\r\n })\r\n}\r\n\r\nconst dump_o3d = (o3d) => {\r\n traverse_deep(o3d, (c, deep) => {\r\n let extra = ''\r\n if (c.isMesh) {\r\n extra += c.material.name + ','\r\n if (c.geometry.attributes['uv']) {\r\n extra += 'uv,'\r\n }\r\n if (c.geometry.attributes['uv2']) {\r\n extra += 'uv2,'\r\n }\r\n }\r\n console.log(`${'-'.repeat(deep * 2)}${c.name}`, { c }, extra)\r\n })\r\n}\r\n\r\nconst MERGE_TO_ROOT = 1\r\nconst MERGE_RE_CENTER = 2\r\n\r\n// for smart-farm\r\n// base on root matrix\r\n// current support meshes\r\nconst merge_o3d_array = (o3ds, mode = MERGE_RE_CENTER) => {\r\n\r\n if (o3ds.length > 0) {\r\n let mat = o3ds[0].material\r\n let geos = []\r\n o3ds.forEach(o3d => {\r\n o3d.updateMatrixWorld(true)\r\n geos.push(o3d.geometry.applyMatrix4(o3d.matrixWorld))\r\n })\r\n let geo = (0,three_examples_jsm_utils_BufferGeometryUtils__WEBPACK_IMPORTED_MODULE_0__.mergeBufferGeometries)(geos)\r\n let m = new three__WEBPACK_IMPORTED_MODULE_1__.Mesh(geo, mat)\r\n if (mode == MERGE_RE_CENTER) {\r\n geo.computeBoundingBox()\r\n let cnt = geo.boundingBox.getCenter(new three__WEBPACK_IMPORTED_MODULE_1__.Vector3())\r\n m.position.copy(cnt)\r\n geo.center()\r\n }\r\n return m\r\n }\r\n\r\n return null\r\n}\r\n\r\n// from smart-farm\r\n// 按照材质分组,便于执行 merge_o3d_array\r\nconst to_material_group = o3d => {\r\n let mg = {}\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n let mat = c.material\r\n let fm = mg[mat.uuid]\r\n if (!fm) {\r\n fm = { mat, o3ds: [] }\r\n mg[mat.uuid] = fm\r\n }\r\n fm.o3ds.push(c)\r\n }\r\n })\r\n return mg\r\n}\r\n\r\n\r\n\r\n// from altai-gis / Object3DUtil\r\nconst traverse_mtx__ = (n, mtx, callback) => {\r\n callback(n, mtx)\r\n n.children.forEach(c => {\r\n c.updateMatrix()\r\n traverse_mtx__(c, new three__WEBPACK_IMPORTED_MODULE_1__.Matrix4().multiplyMatrices(mtx, c.matrix), callback)\r\n })\r\n}\r\n\r\nconst traverse_mtx = (o3d, callback) => {\r\n traverse_mtx__(o3d, new three__WEBPACK_IMPORTED_MODULE_1__.Matrix4(), callback)\r\n}\r\n\r\n// #20220620, for shelves\r\nconst local_box3 = o3d => {\r\n\r\n let bbx1 = null\r\n traverse_mtx(o3d, (c, mtx) => {\r\n if (c.isMesh) {\r\n c.geometry.computeBoundingBox()\r\n let bbx = c.geometry.boundingBox.clone().applyMatrix4(mtx)\r\n if (!bbx1) {\r\n bbx1 = bbx\r\n } else {\r\n bbx1.union(bbx)\r\n }\r\n }\r\n })\r\n return bbx1\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/SceneUtil.js?");
+
+/***/ }),
+
+/***/ "./src-kutsi/crossyo/kutsi/util/frame/caches.js":
+/*!******************************************************!*\
+ !*** ./src-kutsi/crossyo/kutsi/util/frame/caches.js ***!
+ \******************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ControlsDistance\": () => (/* binding */ ControlsDistance)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\n\r\nclass ControlsDistance {\r\n\r\n constructor(v) { // viewer\r\n this.v_ = v\r\n this.value_ = 0\r\n this.valid_ = false\r\n }\r\n\r\n invalid() {\r\n this.valid_ = false\r\n }\r\n\r\n get value() {\r\n if (!this.valid_) {\r\n this.value_ = new three__WEBPACK_IMPORTED_MODULE_0__.Vector3().subVectors(\r\n this.v_.controls_.object.position,\r\n this.v_.controls_.target\r\n ).length()\r\n this.valid_ = true\r\n }\r\n return this.value_\r\n }\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src-kutsi/crossyo/kutsi/util/frame/caches.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/BaseShelve.js":
+/*!**************************************************!*\
+ !*** ./src/crossyo/shelves/common/BaseShelve.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BaseShelve\": () => (/* binding */ BaseShelve),\n/* harmony export */ \"CELL_HIERARCHY\": () => (/* binding */ CELL_HIERARCHY),\n/* harmony export */ \"HIERARCHY_TYPE\": () => (/* binding */ HIERARCHY_TYPE),\n/* harmony export */ \"parse_v3_cells_from_v1_shelf_model_\": () => (/* binding */ parse_v3_cells_from_v1_shelf_model_)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _common_CommoditiesCache__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../common/CommoditiesCache */ \"./src/crossyo/shelves/common/CommoditiesCache.js\");\n/* harmony import */ var _common_TexturesCache__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../common/TexturesCache */ \"./src/crossyo/shelves/common/TexturesCache.js\");\n/* harmony import */ var _common_util__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./util */ \"./src/crossyo/shelves/common/util.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\nconst HIERARCHY_TYPE = {\r\n STANDALONE: 1,\r\n INHERITED: 2,\r\n}\r\n\r\nconst CELL_HIERARCHY = HIERARCHY_TYPE.INHERITED\r\n\r\nclass BaseShelve {\r\n\r\n constructor(viewer) {\r\n\r\n this.viewer_ = viewer\r\n this.commodities_cache_ = new _common_CommoditiesCache__WEBPACK_IMPORTED_MODULE_0__.CommoditiesCache(viewer)\r\n this.textures_cache_ = new _common_TexturesCache__WEBPACK_IMPORTED_MODULE_1__.TexturesCache(viewer)\r\n }\r\n\r\n get_texture_url_(texture) {\r\n if (texture) {\r\n return _common_util__WEBPACK_IMPORTED_MODULE_2__.isMobile ? texture.urlSmall : texture.url\r\n } else {\r\n return null\r\n }\r\n }\r\n\r\n removeWareFromCell(cell) {\r\n\r\n let ext = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.use_ext)(cell)\r\n let c_o3d__ = ext.get_c_o3d__ ? ext.get_c_o3d__() : null\r\n if (c_o3d__) {\r\n\r\n if (!ext.origin_o3d_url__\r\n && !ext.origin_tex_url__\r\n ) {\r\n console.log('SAME!!')\r\n return\r\n } else {\r\n console.log('REMOVE PREV!!' /*, commodity.url*/, ext.origin_o3d_url__)\r\n // remove previous!\r\n // ext.$c_o3d__.removeFromParent()\r\n // ext.$c_o3d__ = null\r\n\r\n c_o3d__.removeFromParent()\r\n\r\n ext.origin_o3d_url__ = null\r\n ext.$origin_o3d__ = null\r\n ext.origin_tex_url__ = null\r\n ext.$origin_tex__ = null\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n addWareToCell(ware, cell) {\r\n\r\n return new Promise((resolve, reject) => {\r\n\r\n let commodity = ware.commodity\r\n let texture = ware.texture // maybe null!\r\n \r\n let ext = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.use_ext)(cell)\r\n let c_o3d__ = ext.get_c_o3d__ ? ext.get_c_o3d__() : null\r\n if (c_o3d__) {\r\n\r\n if (commodity.url == ext.origin_o3d_url__\r\n && this.get_texture_url_(texture) == ext.origin_tex_url__\r\n ) {\r\n console.log('SAME!!')\r\n return\r\n } else {\r\n console.log('REMOVE PREV!!', commodity.url, ext.origin_o3d_url__)\r\n // remove previous!\r\n // ext.$c_o3d__.removeFromParent()\r\n // ext.$c_o3d__ = null\r\n\r\n c_o3d__.removeFromParent()\r\n\r\n ext.origin_o3d_url__ = null\r\n ext.$origin_o3d__ = null\r\n ext.origin_tex_url__ = null\r\n ext.$origin_tex__ = null\r\n }\r\n\r\n }\r\n\r\n this.commodities_cache_.find(commodity).then(o3d_nt => {\r\n this.textures_cache_.find(texture).then(tex => {\r\n\r\n ext.$origin_tex__ = tex\r\n ext.origin_tex_url__ = this.get_texture_url_(texture)\r\n\r\n let o3d = o3d_nt.clone()\r\n\r\n o3d.name = o3d_nt.name + '-mat'\r\n if (o3d.material) {\r\n o3d.material = o3d.material.clone()\r\n if (tex) {\r\n o3d.material.map = tex\r\n }\r\n } else { // #20220729, mesh in children\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n c.material = c.material.clone() // case 自己上传的独特商品\r\n if (tex) {\r\n console.warn('#20220729, un confirmed path, 291G9J81LO1!')\r\n c.material.map = tex\r\n }\r\n }\r\n })\r\n }\r\n\r\n // ext.$origin_o3d__ = o3d\r\n ext.get_origin_o3d__ = () => {\r\n return o3d\r\n }\r\n ext.origin_o3d_url__ = commodity.url\r\n // container!\r\n let c_o3d = new three__WEBPACK_IMPORTED_MODULE_3__.Object3D()\r\n c_o3d.name = 'cell__'\r\n // ext.$c_o3d__ = c_o3d\r\n ext.get_c_o3d__ = () => {\r\n return c_o3d\r\n }\r\n\r\n let box = cell.box\r\n c_o3d.position.set(box.position.x, box.position.y, box.position.z)\r\n c_o3d.rotation.set(box.rotation.x, box.rotation.y, box.rotation.z)\r\n this.viewer_.mesh_shelf__.add(c_o3d)\r\n\r\n // console.log(this.viewer_.mesh_shelf__)\r\n\r\n this.update_cell_pileNumber_(cell)\r\n\r\n resolve()\r\n }).catch(e => {\r\n reject(e)\r\n })\r\n\r\n }).catch(e => {\r\n reject(e)\r\n })\r\n\r\n })\r\n\r\n\r\n }\r\n\r\n // with pile rotation y\r\n update_cell_pileNumber_(cell) {\r\n\r\n let ext = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.use_ext)(cell)\r\n if (ext.get_c_o3d__) {\r\n\r\n let c_o3d__ = ext.get_c_o3d__()\r\n if (c_o3d__) {\r\n\r\n let old_number = c_o3d__.children.length\r\n let new_number = cell.pileNumber\r\n\r\n // console.log('update_pile_number', old_number, new_number)\r\n\r\n if (old_number != new_number) {\r\n c_o3d__.clear()\r\n\r\n let exto = ext.get_origin_o3d__()\r\n\r\n let size = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.box3_except_shadow)(exto).getSize(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3())\r\n let sw = size.x\r\n\r\n if (cell.pileNumber == 6) { // temp for v3.5\r\n\r\n let w = sw * (3 - 1)\r\n for (let i = 0; i < new_number; i++) {\r\n\r\n let co = exto.clone()\r\n co.name = exto.name + '-' + i\r\n\r\n if (i < 3) {\r\n co.position.x = i * sw - w / 2\r\n co.position.z = sw / 2\r\n } else {\r\n co.position.x = (i - 3) * sw - w / 2\r\n co.position.z = - sw / 2\r\n }\r\n c_o3d__.add(co)\r\n co.rotation.y = cell.pileRotationY * Math.PI / 180\r\n\r\n\r\n // console.log('#2', exto, co)\r\n\r\n }\r\n\r\n } else {\r\n\r\n let w = sw * (new_number - 1)\r\n for (let i = 0; i < new_number; i++) {\r\n\r\n let co = exto.clone()\r\n co.name = exto.name + '-' + i\r\n\r\n co.position.x = i * sw - w / 2\r\n c_o3d__.add(co)\r\n co.rotation.y = cell.pileRotationY * Math.PI / 180\r\n\r\n // console.log('#2', exto, co)\r\n\r\n }\r\n }\r\n\r\n }\r\n\r\n\r\n } else {\r\n console.warn('sk324kFdfkP34k;ls3k!')\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n update_cell_pileRotationY_(cell) {\r\n\r\n let ext = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.use_ext)(cell)\r\n\r\n if (ext.get_c_o3d__) {\r\n\r\n let c_o3d__ = ext.get_c_o3d__()\r\n if (c_o3d__) {\r\n\r\n // console.log('update_pileRotationY', ext.$c_o3d__, cell.pileRotationY)\r\n c_o3d__.children.forEach(c => {\r\n c.rotation.y = cell.pileRotationY * Math.PI / 180\r\n })\r\n\r\n } else {\r\n console.warn('UIH4329HJPmk023lKQb!')\r\n }\r\n\r\n }\r\n\r\n\r\n }\r\n\r\n\r\n dispose() {\r\n this.commodities_cache_.dispose()\r\n this.textures_cache_.dispose()\r\n }\r\n\r\n}\r\n\r\n\r\n// TEMP for v1 to v3, 解些老的数据,并且生成新的cells数据,copy to store/shelves 列表中\r\nconst parse_v3_cells_from_v1_shelf_model_ = o3d => {\r\n\r\n console.log('## parse_v3_cells_from_v1_shelf_model_')\r\n\r\n let boxes = []\r\n let signs = []\r\n o3d.traverse(c => {\r\n if (/^box-\\d-\\d/.test(c.name)) {\r\n // console.log(c)\r\n boxes.push(c)\r\n } else if (/^sign-\\d-\\d/.test(c.name)) {\r\n // console.log(c)\r\n signs.push(c)\r\n }\r\n })\r\n if (boxes.length != signs.length) {\r\n console.warn('boxes len != signs len')\r\n return\r\n }\r\n boxes.sort((a, b) => {\r\n return a.name.localeCompare(b.name)\r\n })\r\n signs.sort((a, b) => {\r\n return a.name.localeCompare(b.name)\r\n })\r\n\r\n // console.log(boxes, signs)\r\n\r\n let to_box_scale_ = (t, box) => {\r\n // console.log('box', box, box.geometry.boundingBox, box.geometry.boundingBox.getSize(new Vector3()))\r\n t.size = box.geometry.boundingBox.getSize(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3())\r\n // console.log(t)\r\n return t\r\n }\r\n\r\n let cells = []\r\n for (let i = 0; i < boxes.length; i++) {\r\n let box = boxes[i]\r\n let sign = signs[i]\r\n\r\n // let bbx1 = box.geometry.boundingBox\r\n // bbx1.applyMatrix4(box.matrix)\r\n\r\n let cell = {\r\n name: box.name.substr(4),\r\n // 底面中心\r\n box: to_box_scale_((0,_common_util__WEBPACK_IMPORTED_MODULE_2__.to_transform)(box), box),\r\n }\r\n\r\n if (CELL_HIERARCHY == HIERARCHY_TYPE.STANDALONE) {\r\n // 中心\r\n cell.sign = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.to_transform)(sign)\r\n cell.sign.position.z += .01\r\n cell.logo = { // #20220611\r\n position: {\r\n x: box.position.x,\r\n y: box.position.y + .15,\r\n z: box.position.z\r\n }\r\n }\r\n } else if (CELL_HIERARCHY == HIERARCHY_TYPE.INHERITED) {\r\n\r\n let t_sign = (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.to_transform)(sign)\r\n t_sign.position.x -= cell.box.position.x\r\n t_sign.position.y -= cell.box.position.y\r\n t_sign.position.z -= cell.box.position.z\r\n t_sign.position.z += .01\r\n\r\n t_sign.rotation.x = t_sign.rotation.y = t_sign.rotation.z = 0\r\n\r\n cell.box.child = {\r\n sign: t_sign,\r\n logo: { // #20220611\r\n position: {\r\n x: box.position.x - cell.box.position.x,\r\n y: box.position.y + .15 - cell.box.position.y,\r\n z: box.position.z - cell.box.position.z,\r\n },\r\n },\r\n }\r\n\r\n }\r\n\r\n cells.push(cell)\r\n }\r\n\r\n // KLUDGE 记录数据\r\n // console.log('copy to ../shelves-vue-demo/store/shelf?_cells.json')\r\n console.log('cells', JSON.stringify(cells))\r\n\r\n return cells\r\n}\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/BaseShelve.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/CommoditiesCache.js":
+/*!********************************************************!*\
+ !*** ./src/crossyo/shelves/common/CommoditiesCache.js ***!
+ \********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"CommoditiesCache\": () => (/* binding */ CommoditiesCache)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\nclass CommoditiesCache {\r\n\r\n constructor(view) {\r\n this.view_ = view\r\n this.cache_ = {} // url -> {o3d}\r\n }\r\n\r\n find(commodity) {\r\n return new Promise((resolve, reject) => {\r\n\r\n let c_url = commodity.url\r\n let f = this.cache_[c_url]\r\n if (f) {\r\n if (f.o3d != null) {\r\n resolve(f.o3d)\r\n } else {\r\n f.waits_.push(() => {\r\n resolve()\r\n })\r\n }\r\n } else {\r\n\r\n f = { o3d: null, waits_: [] }\r\n this.cache_[c_url] = f\r\n\r\n let sep_i = c_url.lastIndexOf('/')\r\n this.view_.build_specs__([{\r\n func: 'setupModelGltf',\r\n param: {\r\n path: c_url.substr(0, sep_i + 1),\r\n name: c_url.substr(sep_i + 1),\r\n onAfter: o3d => {\r\n\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n if (this.view_.shopData_.panorama) {\r\n c.material.envMapIntensity = this.view_.shopData_.panorama.multiply\r\n } else {\r\n c.material.envMapIntensity = 1\r\n }\r\n c.material.side = three__WEBPACK_IMPORTED_MODULE_0__.FrontSide\r\n }\r\n })\r\n\r\n if (!o3d.isMesh && o3d.children.length == 1) {\r\n f.o3d = o3d.children[0]\r\n } else {\r\n f.o3d = o3d\r\n }\r\n\r\n f.waits_.forEach(fi => {\r\n fi()\r\n })\r\n\r\n resolve(f.o3d)\r\n\r\n }\r\n // TODO onError reject(err)\r\n }\r\n }])\r\n\r\n }\r\n\r\n })\r\n }\r\n\r\n dispose() {\r\n\r\n Object.values(this.cache_).forEach(c => {\r\n if (c.o3d) {\r\n c.o3d.traverse(cc => {\r\n if (cc.isMesh) {\r\n cc.geometry.dispose()\r\n // console.log('dispose geometry!')\r\n }\r\n })\r\n }\r\n })\r\n\r\n\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/CommoditiesCache.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/SurveyShelve.js":
+/*!****************************************************!*\
+ !*** ./src/crossyo/shelves/common/SurveyShelve.js ***!
+ \****************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"SurveyShelve\": () => (/* binding */ SurveyShelve)\n/* harmony export */ });\n/* harmony import */ var _BaseShelve__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./BaseShelve */ \"./src/crossyo/shelves/common/BaseShelve.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var kutsi_red_valley_o3d_TextSprite__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi-red-valley/o3d/TextSprite */ \"./src-kutsi-red-valley/crossyo/kutsi/o3d/TextSprite.js\");\n/* harmony import */ var kutsi_red_valley_o3d_TextPlaneSprite__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! kutsi-red-valley/o3d/TextPlaneSprite */ \"./src-kutsi-red-valley/crossyo/kutsi/o3d/TextPlaneSprite.js\");\n/* harmony import */ var _util__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./util */ \"./src/crossyo/shelves/common/util.js\");\n\r\n\r\n\r\n\r\n\r\n// import { PerspType } from 'kutsi/util/PerspUtil'\r\n\r\n\r\n\r\nclass SurveyShelve extends _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.BaseShelve {\r\n\r\n constructor(viewer) {\r\n super(viewer)\r\n\r\n this.picker_ = viewer.picker_\r\n\r\n // console.log('SurveyShelve')\r\n this.page_o3ds_ = []\r\n\r\n }\r\n\r\n arrange(page) {\r\n console.log('#### shelve.arrange', page)\r\n // r-1/c-1/{logo, favorite, shape, price}\r\n return new Promise(resolve1 => {\r\n\r\n let mesh_shelf = this.viewer_.mesh_shelf__\r\n if (!mesh_shelf) {\r\n console.warn('shelf 模型 not found!')\r\n return\r\n }\r\n\r\n // remove shelvs\r\n {\r\n this.picker_.emptyHits()\r\n this.page_o3ds_.forEach(o3d => {\r\n o3d.removeFromParent()\r\n })\r\n this.page_o3ds_ = []\r\n }\r\n\r\n {\r\n let cells = page.cells\r\n if (cells) {\r\n let f_cells = cells.filter(cell => (cell && cell.surveyWare))\r\n f_cells.reduce(\r\n (p, cell) => p.then(() => {\r\n cell.ext__ = null // clear previous!\r\n return this.addWareToCell(cell.surveyWare, cell)\r\n }),\r\n Promise.resolve()\r\n ).then(() => {\r\n\r\n f_cells.forEach(cell => {\r\n let hit = {\r\n name: cell.name,\r\n surveyLogo: cell.surveyLogo,\r\n surveyPrice: cell.surveyPrice,\r\n surveyWare: cell.surveyWare,\r\n }\r\n let c_o3d__ = cell.ext__.get_c_o3d__() // 容器\r\n this.page_o3ds_.push(c_o3d__)\r\n c_o3d__.children.forEach(c => {\r\n\r\n if (c.isMesh) {\r\n c.hit_ = Object.assign({\r\n targetObject__: c\r\n }, hit)\r\n this.picker_.pushHit(c)\r\n } else { // v3.3 #20220730 多个mesh的物体\r\n c.traverse(cc => {\r\n if (cc.isMesh) {\r\n cc.hit_ = Object.assign({\r\n targetObject__: c\r\n }, hit)\r\n this.picker_.pushHit(cc)\r\n }\r\n })\r\n }\r\n })\r\n\r\n this.addLogoPriceToCell(cell)\r\n })\r\n\r\n resolve1()\r\n })\r\n\r\n }\r\n }\r\n\r\n })\r\n\r\n }\r\n\r\n addLogoPriceToCell(cell) {\r\n\r\n // console.log('addLogoPriceToCell', cell)\r\n\r\n let mesh_shelf = this.viewer_.mesh_shelf__\r\n\r\n let cell_o3d = (() => {\r\n if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.INHERITED) {\r\n return (0,_util__WEBPACK_IMPORTED_MODULE_3__.use_ext)(cell).get_c_o3d__()\r\n } else {\r\n return null\r\n }\r\n })()\r\n\r\n // #20221023\r\n let showLogo = true\r\n if (cell.hasOwnProperty('showLogo')) {\r\n showLogo = cell.showLogo\r\n }\r\n if (showLogo) {// logo\r\n let txtLogo = new kutsi_red_valley_o3d_TextSprite__WEBPACK_IMPORTED_MODULE_1__[\"default\"]({\r\n depthWrite: true,\r\n depthTest: true,\r\n }, {\r\n text: cell.surveyLogo,\r\n noPerspScale: .028, // .0185 * 1.5,\r\n })\r\n\r\n let logo = null\r\n if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.STANDALONE) {\r\n logo = cell.logo\r\n } else if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.INHERITED) {\r\n logo = cell.box.child.logo\r\n }\r\n\r\n let logopos = logo.position\r\n if (logopos) {\r\n txtLogo.position.copy(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(logopos.x, logopos.y, logopos.z))\r\n } else { // 兼容之前老的logo数据没有position的问题\r\n let boxpos = cell.box.position\r\n txtLogo.position.copy(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(0, .15, 0).add(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3(boxpos.x, boxpos.y, boxpos.z)))\r\n }\r\n if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.STANDALONE) {\r\n mesh_shelf.add(txtLogo)\r\n } else if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.INHERITED) {\r\n if (cell_o3d) {\r\n cell_o3d.add(txtLogo)\r\n // { // debug\r\n // let axes = new AxesHelper(.2)\r\n // axes.position.set(logopos.x, logopos.y, logopos.z)\r\n // cell_o3d.add(axes)\r\n // }\r\n }\r\n }\r\n\r\n // // #20220912, v3.5\r\n // txtLogo.visible = !!cell.surveyLogo\r\n\r\n this.page_o3ds_.push(txtLogo)\r\n }\r\n\r\n // #20221023\r\n let showSign = true\r\n if (cell.hasOwnProperty('showSign')) {\r\n showSign = cell.showSign\r\n }\r\n if (showSign) {// sign - price\r\n\r\n let sign = null\r\n if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.STANDALONE) {\r\n sign = cell.sign\r\n } else if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.INHERITED) {\r\n sign = cell.box.child.sign\r\n }\r\n\r\n // let txtPrice = new TextSprite({\r\n let txtPrice = new kutsi_red_valley_o3d_TextPlaneSprite__WEBPACK_IMPORTED_MODULE_2__.TextPlaneSprite({\r\n depthWrite: true,\r\n depthTest: true,\r\n // 214,202,178 \r\n color: 0xd6cab2, // bg\r\n }, {\r\n textColor: 0x000000,\r\n text: (0,_util__WEBPACK_IMPORTED_MODULE_3__.text_price_)(cell.surveyPrice),\r\n center_y: .5,\r\n // noPerspScale: .025,\r\n noPerspScale: .05,\r\n // perpType: PerspType.Persp,\r\n })\r\n\r\n // TODO ..\r\n\r\n let spos = sign.position\r\n txtPrice.position.set(spos.x, spos.y, spos.z)\r\n let srot = sign.rotation\r\n txtPrice.rotation.set(srot.x, srot.y, srot.z)\r\n\r\n if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.STANDALONE) {\r\n mesh_shelf.add(txtPrice)\r\n } else if (_BaseShelve__WEBPACK_IMPORTED_MODULE_0__.CELL_HIERARCHY == _BaseShelve__WEBPACK_IMPORTED_MODULE_0__.HIERARCHY_TYPE.INHERITED) {\r\n if (cell_o3d) {\r\n cell_o3d.add(txtPrice)\r\n // { // debug\r\n // let axes = new AxesHelper(.2)\r\n // axes.position.set(spos.x, spos.y, spos.z)\r\n // cell_o3d.add(axes)\r\n // }\r\n }\r\n }\r\n\r\n this.page_o3ds_.push(txtPrice)\r\n }\r\n\r\n }\r\n\r\n\r\n dispose() {\r\n super.dispose()\r\n }\r\n\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/SurveyShelve.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/TexturesCache.js":
+/*!*****************************************************!*\
+ !*** ./src/crossyo/shelves/common/TexturesCache.js ***!
+ \*****************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"TexturesCache\": () => (/* binding */ TexturesCache)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\nclass TexturesCache {\r\n\r\n constructor(view) {\r\n this.view_ = view\r\n this.cache_ = {} // url -> {tex}\r\n }\r\n\r\n find(texture) {\r\n return new Promise((resolve, reject) => {\r\n\r\n if (texture) {\r\n\r\n let t_url = texture.url\r\n let f = this.cache_[t_url]\r\n if (f) {\r\n if (f.tex != null) {\r\n resolve(f.tex)\r\n } else {\r\n f.waits_.push(() => {\r\n resolve()\r\n })\r\n }\r\n } else {\r\n\r\n f = { tex: null, waits_: [] }\r\n this.cache_[t_url] = f\r\n\r\n new three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader().load(t_url, tex => {\r\n tex.flipY = false\r\n tex.encoding = three__WEBPACK_IMPORTED_MODULE_0__.sRGBEncoding // #20220719, v3.3 fix\r\n f.tex = tex\r\n f.waits_.forEach(fi => {\r\n fi()\r\n })\r\n resolve(f.tex)\r\n }, undefined, err => {\r\n reject(err)\r\n })\r\n\r\n }\r\n\r\n } else {\r\n resolve(null) // type == 1, texture 可能为null\r\n }\r\n\r\n\r\n })\r\n }\r\n\r\n dispose() {\r\n Object.values(this.cache_).forEach(c => {\r\n if (c.tex) {\r\n c.tex.dispose()\r\n }\r\n })\r\n // console.log('dispose texture')\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/TexturesCache.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/prefab.js":
+/*!**********************************************!*\
+ !*** ./src/crossyo/shelves/common/prefab.js ***!
+ \**********************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"prefab\": () => (/* binding */ prefab)\n/* harmony export */ });\n/* harmony import */ var three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader */ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\");\n/* harmony import */ var _assets_prefab_20220620_gltf__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../assets/prefab-20220620.gltf */ \"./src/crossyo/shelves/assets/prefab-20220620.gltf\");\n\r\n\r\n\r\n\r\n\r\nclass Prefab {\r\n\r\n setup(next) {\r\n new three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_0__.GLTFLoader().parse(_assets_prefab_20220620_gltf__WEBPACK_IMPORTED_MODULE_1__[\"default\"], null, gltf => {\r\n const prefab = gltf.scene\r\n\r\n // console.log(prefab)\r\n this.cell_box_origin_ = prefab.getObjectByName('box-bottom-center')\r\n // this.cell_box_origin_.add(new AxesHelper(1))\r\n\r\n // console.log(this.cell_box_origin_)\r\n this.sign_origin_ = prefab.getObjectByName('sign')\r\n this.logo_origin_ = prefab.getObjectByName('logo')\r\n\r\n next()\r\n }, err => {\r\n console.log(err)\r\n })\r\n\r\n return this\r\n }\r\n\r\n // get_plastic_box_material__() {\r\n // if (!this.plastic_box_material__) {\r\n // this.plastic_box_material__ = new MeshStandardMaterial({\r\n // transparent: true,\r\n // // opacity: .45,\r\n // opacity: .75,\r\n // })\r\n // }\r\n // return this.plastic_box_material__\r\n // }\r\n\r\n // get_plastic_sign_material__() {\r\n // if (!this.plastic_sign_material__) {\r\n // this.plastic_sign_material__ = new MeshStandardMaterial({\r\n // color: 0x804D15,\r\n // })\r\n // }\r\n // return this.plastic_sign_material__\r\n // }\r\n\r\n // get_plastic_logo_material__() {\r\n // if (!this.plastic_logo_material__) {\r\n // this.plastic_logo_material__ = new MeshStandardMaterial({\r\n // color: 0x3c1255,\r\n // })\r\n // }\r\n // return this.plastic_logo_material__\r\n // }\r\n\r\n clone_cell_box() {\r\n let mesh = this.cell_box_origin_.clone()\r\n // mesh.material = this.get_plastic_box_material__()\r\n return mesh\r\n }\r\n\r\n clone_sign() {\r\n let mesh = this.sign_origin_.clone()\r\n // mesh.material = this.get_plastic_sign_material__()\r\n return mesh\r\n }\r\n\r\n clone_logo() {\r\n let mesh = this.logo_origin_.clone()\r\n // mesh.material = this.get_plastic_logo_material__()\r\n return mesh\r\n }\r\n\r\n}\r\n\r\nconst prefab = new Prefab()\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/prefab.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/common/util.js":
+/*!********************************************!*\
+ !*** ./src/crossyo/shelves/common/util.js ***!
+ \********************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"box3_except_shadow\": () => (/* binding */ box3_except_shadow),\n/* harmony export */ \"clone_except_ext\": () => (/* binding */ clone_except_ext),\n/* harmony export */ \"isMobile\": () => (/* binding */ isMobile),\n/* harmony export */ \"text_price_\": () => (/* binding */ text_price_),\n/* harmony export */ \"to_transform\": () => (/* binding */ to_transform),\n/* harmony export */ \"use_ext\": () => (/* binding */ use_ext),\n/* harmony export */ \"write_transform\": () => (/* binding */ write_transform),\n/* harmony export */ \"write_transform_cell_box\": () => (/* binding */ write_transform_cell_box),\n/* harmony export */ \"write_transform_cell_box_inherited\": () => (/* binding */ write_transform_cell_box_inherited),\n/* harmony export */ \"write_transform_cell_logo\": () => (/* binding */ write_transform_cell_logo),\n/* harmony export */ \"write_transform_cell_sign\": () => (/* binding */ write_transform_cell_sign)\n/* harmony export */ });\n/* harmony import */ var mobile_detect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! mobile-detect */ \"./node_modules/mobile-detect/mobile-detect.js\");\n/* harmony import */ var mobile_detect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(mobile_detect__WEBPACK_IMPORTED_MODULE_0__);\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\r\n\r\n\r\n\r\nconst mobileDetect = new (mobile_detect__WEBPACK_IMPORTED_MODULE_0___default())(window.navigator.userAgent)\r\nconst isMobile = mobileDetect.mobile() != null\r\n\r\nconst to_transform = o3d => {\r\n return {\r\n position: o3d.position,\r\n rotation: {\r\n x: o3d.rotation.x,\r\n y: o3d.rotation.y,\r\n z: o3d.rotation.z\r\n },\r\n scale: o3d.scale,\r\n }\r\n}\r\n\r\n// 使得vue可以更新\r\nconst write_transform = (o3d, obj) => {\r\n\r\n obj.position.x = o3d.position.x\r\n obj.position.y = o3d.position.y\r\n obj.position.z = o3d.position.z\r\n\r\n obj.rotation.x = o3d.rotation.x\r\n obj.rotation.y = o3d.rotation.y\r\n obj.rotation.z = o3d.rotation.z\r\n\r\n obj.scale.x = o3d.scale.x\r\n obj.scale.y = o3d.scale.y\r\n obj.scale.z = o3d.scale.z\r\n\r\n}\r\n\r\nconst write_transform_cell_box = (o3d, obj) => {\r\n\r\n obj.position.x = o3d.position.x\r\n obj.position.y = o3d.position.y\r\n obj.position.z = o3d.position.z\r\n\r\n obj.rotation.x = o3d.rotation.x\r\n obj.rotation.y = o3d.rotation.y\r\n obj.rotation.z = o3d.rotation.z\r\n\r\n obj.size.x = o3d.scale.x\r\n obj.size.y = o3d.scale.y\r\n obj.size.z = o3d.scale.z\r\n\r\n}\r\n\r\nconst write_transform_cell_box_inherited = (o3d, obj) => {\r\n\r\n if (o3d.grp_hit_cell_) { // group\r\n \r\n obj.position.x = o3d.position.x\r\n obj.position.y = o3d.position.y\r\n obj.position.z = o3d.position.z\r\n \r\n obj.rotation.x = o3d.rotation.x\r\n obj.rotation.y = o3d.rotation.y\r\n obj.rotation.z = o3d.rotation.z\r\n\r\n } else if (o3d.parent.grp_hit_cell_) { // box mesh\r\n\r\n obj.size.x = o3d.scale.x\r\n obj.size.y = o3d.scale.y\r\n obj.size.z = o3d.scale.z\r\n // console.log('xx size', obj.size)\r\n\r\n } else {\r\n console.log('xx xx')\r\n }\r\n\r\n}\r\n\r\n\r\nconst write_transform_cell_sign = (o3d, obj) => {\r\n\r\n obj.position.x = o3d.position.x\r\n obj.position.y = o3d.position.y\r\n obj.position.z = o3d.position.z\r\n\r\n obj.rotation.x = o3d.rotation.x\r\n obj.rotation.y = o3d.rotation.y\r\n obj.rotation.z = o3d.rotation.z\r\n\r\n}\r\n\r\nconst write_transform_cell_logo = (o3d, obj) => {\r\n\r\n obj.position.x = o3d.position.x\r\n obj.position.y = o3d.position.y\r\n obj.position.z = o3d.position.z\r\n}\r\n\r\nconst box3_except_shadow = o3d => {\r\n let bb_c = null\r\n o3d.traverse(c => {\r\n if (c.isMesh && !(/\\w-shadow$/.test(c.name))) {\r\n // console.log(c.name)\r\n if (bb_c == null) {\r\n bb_c = new three__WEBPACK_IMPORTED_MODULE_1__.Box3().copy(c.geometry.boundingBox)\r\n } else {\r\n bb_c = bb_c.union(c.geometry.boundingBox)\r\n }\r\n }\r\n })\r\n return bb_c\r\n}\r\n\r\nconst use_ext = o => {\r\n if (!o.ext__) {\r\n o.ext__ = {}\r\n }\r\n return o.ext__\r\n}\r\n\r\nconst clone_except_ext = o => {\r\n return JSON.parse(JSON.stringify(o, (k, v) => {\r\n if (k == 'ext__') {\r\n return undefined\r\n } else {\r\n return v\r\n }\r\n }))\r\n}\r\n\r\nconst text_price_ = v => ` ¥${parseFloat(v).toFixed(2)}`\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/common/util.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/editor/ArrangementEditor.js":
+/*!*********************************************************!*\
+ !*** ./src/crossyo/shelves/editor/ArrangementEditor.js ***!
+ \*********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ArrangementEditor\": () => (/* binding */ ArrangementEditor)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_controls_TransformControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/controls/TransformControls */ \"./node_modules/three/examples/jsm/controls/TransformControls.js\");\n/* harmony import */ var _BaseEditor__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./BaseEditor */ \"./src/crossyo/shelves/editor/BaseEditor.js\");\n/* harmony import */ var _common_BaseShelve__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../common/BaseShelve */ \"./src/crossyo/shelves/common/BaseShelve.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\nclass ArrangementEditor extends _BaseEditor__WEBPACK_IMPORTED_MODULE_1__.BaseEditor {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n\r\n this.shelve_ = new _common_BaseShelve__WEBPACK_IMPORTED_MODULE_2__.BaseShelve(this)\r\n\r\n }\r\n\r\n startup() {\r\n super.startup()\r\n }\r\n\r\n endLoadSpecs() {\r\n // super.endLoadSpecs() // 不执行 viewer 的 endLoadSpecs\r\n this.after_add_shelf__()\r\n\r\n this.picker_.on('downPick', e => {\r\n // console.log('downPick', e)\r\n // if (!this.control_.enabled) {\r\n // return\r\n // }\r\n if (e.int0) {\r\n let object = e.int0.object\r\n let hit_ = object.hit_\r\n // if (hit_.type == 'shelf') {\r\n // // this.control_trans__.detach()\r\n // this.control_trans__.attach(this.mesh_shelf__)\r\n // } \r\n if (hit_.type == 'box') {\r\n // this.control_trans__.detach()\r\n\r\n this.active_selected_(object)\r\n\r\n this.emit('arrange.selectCell', hit_.cell)\r\n //\r\n\r\n // } else if (hit_.type == 'commodity') {\r\n // this.control_trans__.attach(object)\r\n }\r\n\r\n } else {\r\n this.active_selected_(null)\r\n this.control_trans__.detach()\r\n }\r\n })\r\n\r\n this.control_trans__ = new three_examples_jsm_controls_TransformControls__WEBPACK_IMPORTED_MODULE_0__.TransformControls(this.camera_, this.renderer_.domElement)\r\n // this.control_trans__.addEventListener('change', )\r\n this.control_trans__.addEventListener('dragging-changed', e => {\r\n this.controls_.enabled = !e.value\r\n })\r\n this.control_trans__.addEventListener('objectChange', e => {\r\n // console.log(e, e.target)\r\n let obj = this.control_trans__.object\r\n // if (obj == this.mesh_shelf__) {\r\n // this.shopData_.scene = {\r\n // shelf: to_transform(obj)\r\n // }\r\n // }\r\n })\r\n this.scene_.add(this.control_trans__)\r\n\r\n // console.log(this.shopData_) // 實際上是 arrangement data!\r\n {\r\n let shelf = this.shopData_.shelf\r\n if (shelf) {\r\n let cells = shelf.cells\r\n if (cells) {\r\n cells.filter(cell => (cell && cell.pileWare)).reduce(\r\n (p, cell) => p.then(() => this.shelve_.addWareToCell(cell.pileWare, cell)),\r\n Promise.resolve()\r\n ).then(() => {\r\n this.emit('loadingCompletion')\r\n })\r\n return\r\n }\r\n }\r\n }\r\n\r\n this.emit('loadingCompletion')\r\n\r\n }\r\n\r\n updateAction(action) {\r\n\r\n // console.log('# updateAction', action)\r\n\r\n if (action.action == 'bindCellWare') {\r\n\r\n console.log('bindCellWare', action)\r\n\r\n this.shelve_.addWareToCell(action.ware, action.cell)\r\n\r\n } else if (action.action == 'unbindCellWare') {\r\n\r\n this.shelve_.removeWareFromCell(action.cell)\r\n\r\n action.cell.pileWare = null\r\n\r\n } else if (action.action == 'updateCellPileNumber') {\r\n\r\n this.shelve_.update_cell_pileNumber_(action.cell)\r\n\r\n } else if (action.action == 'updateCellPileRotationY') {\r\n\r\n this.shelve_.update_cell_pileRotationY_(action.cell)\r\n\r\n }\r\n\r\n }\r\n\r\n after_add_shelf__() {\r\n\r\n this.picker_.emptyHits()\r\n\r\n if (this.mesh_shelf__) {\r\n\r\n // let o3d = this.mesh_shelf__\r\n // let hit_ = { type: 'shelf' }\r\n // // console.log('add_hit__', o3d)\r\n // o3d.traverse(c => {\r\n // if (c.isMesh) {\r\n // if (/^box-\\d-\\d/.test(c.name)) {\r\n // } else if (/^sign-\\d-\\d/.test(c.name)) {\r\n // } else if (/.*-shadow$/.test(c.name)) {\r\n // } else {\r\n // c.hit_ = hit_\r\n // this.picker_.pushHit(c)\r\n // }\r\n // }\r\n // })\r\n\r\n // cells\r\n this.shopData_.shelf.cells.forEach(cell => {\r\n\r\n let box = cell.box\r\n // console.log(cell)\r\n let mesh_box = this.prefab__.clone_cell_box()\r\n mesh_box.position.set(box.position.x, box.position.y, box.position.z)\r\n mesh_box.rotation.set(box.rotation.x, box.rotation.y, box.rotation.z)\r\n mesh_box.scale.set(box.size.x, box.size.y, box.size.z)\r\n let mat = new three__WEBPACK_IMPORTED_MODULE_3__.MeshStandardMaterial({\r\n transparent: true,\r\n opacity: .45,\r\n // visible: false,\r\n side: three__WEBPACK_IMPORTED_MODULE_3__.BackSide,\r\n })\r\n\r\n mesh_box.material = mat\r\n this.mesh_shelf__.add(mesh_box)\r\n\r\n mesh_box.hit_ = { type: 'box', cell }\r\n this.picker_.pushHit(mesh_box)\r\n\r\n })\r\n\r\n }\r\n\r\n }\r\n\r\n dispose() {\r\n super.dispose()\r\n this.shelve_.dispose()\r\n }\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/editor/ArrangementEditor.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/editor/BaseEditor.js":
+/*!**************************************************!*\
+ !*** ./src/crossyo/shelves/editor/BaseEditor.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BaseEditor\": () => (/* binding */ BaseEditor)\n/* harmony export */ });\n/* harmony import */ var _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../viewer/ShelvesBaseViewer */ \"./src/crossyo/shelves/viewer/ShelvesBaseViewer.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _common_prefab__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../common/prefab */ \"./src/crossyo/shelves/common/prefab.js\");\n/* harmony import */ var kutsi_util_SceneUtil__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! kutsi/util/SceneUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneUtil.js\");\n\r\n\r\n\r\n\r\n\r\n\r\nclass BaseEditor extends _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_0__.ShelvesBaseViewer {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n\r\n this.use_grid__ = true\r\n this.isViewer__ = false\r\n\r\n this.active_selected_o3d__ = null\r\n\r\n // this.active_selected_box__.visible = false\r\n }\r\n\r\n beginLoadSpecs() {\r\n let arr = super.beginLoadSpecs()\r\n arr.push({\r\n func: 'setupCustomization', param: {\r\n onDoing: next => {\r\n this.prefab__ = _common_prefab__WEBPACK_IMPORTED_MODULE_1__.prefab.setup(next)\r\n }\r\n }\r\n })\r\n return arr\r\n }\r\n\r\n active_selected_(o3d) {\r\n\r\n if (!this.active_selected_box__) {\r\n this.active_selected_box__ = new three__WEBPACK_IMPORTED_MODULE_3__.Object3D()\r\n this.active_selected_box__.add(new three__WEBPACK_IMPORTED_MODULE_3__.Box3Helper(new three__WEBPACK_IMPORTED_MODULE_3__.Box3()))\r\n this.scene_.add(this.active_selected_box__)\r\n }\r\n\r\n // console.log('active_selected_', o3d)\r\n\r\n this.active_selected_o3d__ = o3d\r\n if (o3d) {\r\n this.active_selected_box__.visible = true\r\n\r\n // { // global \r\n // let box = new Box3().expandByObject(o3d)\r\n // this.active_selected_box__.box = box\r\n // this.active_selected_box__.updateMatrixWorld(true)\r\n // }\r\n\r\n { // local, #20220620\r\n let box = (0,kutsi_util_SceneUtil__WEBPACK_IMPORTED_MODULE_2__.local_box3)(o3d)\r\n if (box) {\r\n this.active_selected_box__.children[0].box = box\r\n o3d.updateWorldMatrix(true, false)\r\n o3d.matrixWorld.decompose(\r\n this.active_selected_box__.position,\r\n this.active_selected_box__.quaternion,\r\n this.active_selected_box__.scale\r\n )\r\n }\r\n }\r\n\r\n\r\n } else {\r\n this.active_selected_box__.visible = false\r\n }\r\n\r\n }\r\n\r\n\r\n}\r\n\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/editor/BaseEditor.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/editor/ShopEditor.js":
+/*!**************************************************!*\
+ !*** ./src/crossyo/shelves/editor/ShopEditor.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ShopEditor\": () => (/* binding */ ShopEditor)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_controls_TransformControls__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three/examples/jsm/controls/TransformControls */ \"./node_modules/three/examples/jsm/controls/TransformControls.js\");\n/* harmony import */ var _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../common/BaseShelve */ \"./src/crossyo/shelves/common/BaseShelve.js\");\n/* harmony import */ var _common_util__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../common/util */ \"./src/crossyo/shelves/common/util.js\");\n/* harmony import */ var _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./ViewModeBaseEditor */ \"./src/crossyo/shelves/editor/ViewModeBaseEditor.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\nconst DEBUG = false // true\r\n\r\nconst trans_axes_ = (trans, arr) => {\r\n trans.showX = arr[0]\r\n trans.showY = arr[1]\r\n trans.showZ = arr[2]\r\n}\r\n\r\nconst axes_def_ = {\r\n 'translate-shelf': trans => { trans_axes_(trans, [true, false, true]) },\r\n 'translate-box': trans => { trans_axes_(trans, [true, true, true]) },\r\n 'translate-sign': trans => { trans_axes_(trans, [true, true, true]) },\r\n 'translate-logo': trans => { trans_axes_(trans, [true, true, true]) },\r\n\r\n 'rotate-shelf': trans => { trans_axes_(trans, [false, true, false]) },\r\n 'rotate-box': trans => { trans_axes_(trans, [false, true, false]) },\r\n 'rotate-sign': trans => { trans_axes_(trans, [false, true, false]) },\r\n\r\n // resize\r\n 'scale-box': trans => { trans_axes_(trans, [true, true, true]) },\r\n}\r\n\r\nconst update_control_trans_axes__ = trans => {\r\n let mode = trans.mode\r\n let obj = trans.object\r\n let obj_type = ''\r\n if (obj.hit_) {\r\n obj_type = obj.hit_.type\r\n } else if (obj.grp_hit_cell_) {\r\n obj_type = 'box'\r\n } else if (obj.name == 'shelf__') {\r\n obj_type = 'shelf'\r\n }\r\n let key = `${mode}-${obj_type}`\r\n // console.log(key)\r\n let f = axes_def_[key]\r\n if (f) {\r\n f(trans)\r\n }\r\n\r\n if (obj_type == 'box') {\r\n if (mode == 'scale') {\r\n // console.log('scale-box', obj)\r\n if (obj.grp_hit_cell_) {\r\n let box = obj.children.filter(c => c.hit_ && c.hit_.type == 'box')[0]\r\n if (box) {\r\n trans.attach(box)\r\n }\r\n }\r\n } else {\r\n if (!obj.grp_hit_cell_ && obj.parent.grp_hit_cell_) {\r\n trans.attach(obj.parent)\r\n }\r\n }\r\n }\r\n\r\n}\r\n\r\n\r\nclass ShopEditor extends _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.ViewModeBaseEditor {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n\r\n }\r\n\r\n startup() {\r\n super.startup()\r\n }\r\n\r\n endLoadSpecs() {\r\n // super.endLoadSpecs() // 不执行 viewer 的 endLoadSpecs\r\n\r\n this.create_cms_()\r\n\r\n this.after_add_shelf__()\r\n\r\n this.picker_.on('downPick', e => {\r\n // console.log('downPick', e)\r\n // if (!this.control_.enabled) {\r\n // return\r\n // }\r\n\r\n // console.log(this.control_trans__.axis)\r\n if (this.control_trans__.axis) { // control trans 优先级更高\r\n return\r\n }\r\n\r\n if (e.int0) {\r\n let object = e.int0.object\r\n let hit_ = object.hit_\r\n if (hit_.type == 'shelf') {\r\n // this.control_trans__.detach()\r\n this.control_trans__.mode = 'translate'\r\n this.control_trans__.attach(this.mesh_shelf__)\r\n update_control_trans_axes__(this.control_trans__)\r\n\r\n if (DEBUG) {\r\n this.active_selected_(object)\r\n }\r\n\r\n if (this.viewMode__ == _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.ORBIT) {\r\n this.orbit_update_for_(object)\r\n }\r\n\r\n this.shopData_.ext__.selectedShelf = true\r\n this.shopData_.ext__.selectedCell = null\r\n\r\n } else if (hit_.type == 'box'\r\n || hit_.type == 'sign'\r\n || hit_.type == 'logo'\r\n ) {\r\n // this.control_trans__.detach()\r\n this.control_trans__.showY = true\r\n\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n\r\n this.control_trans__.mode = 'translate'\r\n this.control_trans__.attach(object)\r\n update_control_trans_axes__(this.control_trans__)\r\n\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n\r\n this.control_trans__.mode = 'translate'\r\n if (hit_.type == 'box') {\r\n this.control_trans__.attach(object.parent) // grp cell\r\n } else {\r\n this.control_trans__.attach(object)\r\n }\r\n update_control_trans_axes__(this.control_trans__)\r\n\r\n }\r\n\r\n if (DEBUG) {\r\n this.active_selected_(object)\r\n }\r\n\r\n // console.log(hit_)\r\n this.shopData_.ext__.selectedShelf = false\r\n this.shopData_.ext__.selectedCell = hit_.cell\r\n this.shopData_.ext__.selectedCellSubName = hit_.type\r\n\r\n // this.changeViewMode(VIEW_MODE.ORBIT)\r\n if (this.viewMode__ == _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.ORBIT) {\r\n if (hit_.type == 'box') {\r\n this.orbit_update_for_(object)\r\n } else {\r\n this.orbit_update_for_(object.parent)\r\n }\r\n }\r\n\r\n }\r\n\r\n } else {\r\n\r\n if (DEBUG) {\r\n this.active_selected_(null)\r\n }\r\n\r\n this.control_trans__.detach()\r\n this.controls_.enabled = true\r\n\r\n // this.changeViewMode(VIEW_MODE.PANORAMA)\r\n\r\n this.shopData_.ext__.selectedShelf = false\r\n this.shopData_.ext__.selectedCell = null\r\n\r\n }\r\n\r\n\r\n })\r\n\r\n this.control_trans__ = new three_examples_jsm_controls_TransformControls__WEBPACK_IMPORTED_MODULE_0__.TransformControls(this.camera_, this.renderer_.domElement)\r\n // console.log(this.control_trans__)\r\n this.control_trans__.space = 'local'\r\n\r\n // this.control_trans__.addEventListener('change', )\r\n this.control_trans__.addEventListener('dragging-changed', e => {\r\n this.controls_.enabled = !e.value\r\n })\r\n this.control_trans__.addEventListener('objectChange', e => {\r\n // console.log(e, e.target)\r\n let obj = this.control_trans__.object\r\n if (obj == this.mesh_shelf__) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform)(obj, this.shopData_.shelf)\r\n } else if (obj.grp_hit_cell_) { // group (translate, rotate)\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_box_inherited)(obj, obj.grp_hit_cell_.box)\r\n } else {\r\n let hit_ = obj.hit_\r\n if (hit_) {\r\n if (hit_.type == 'box') {\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_box)(obj, hit_.cell.box)\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) { // \r\n\r\n // group / box mesh (scale) -> resize\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_box_inherited)(obj, obj.parent.grp_hit_cell_.box)\r\n\r\n }\r\n } else if (hit_.type == 'sign') {\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_sign)(obj, hit_.cell.sign)\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_sign)(obj, hit_.cell.box.child.sign)\r\n }\r\n } else if (hit_.type == 'logo') {\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_logo)(obj, hit_.cell.logo)\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n (0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform_cell_logo)(obj, hit_.cell.box.child.logo)\r\n }\r\n }\r\n }\r\n }\r\n })\r\n this.scene_.add(this.control_trans__)\r\n\r\n // this.control_trans__.showY = false\r\n\r\n {\r\n this.keydown_615__ = event => {\r\n // console.log(event)\r\n if (event.keyCode == 27) {\r\n this.changeViewMode(_ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA)\r\n this.control_trans__.detach()\r\n }\r\n }\r\n window.addEventListener('keydown', this.keydown_615__)\r\n }\r\n\r\n\r\n this.emit('loadingCompletion')\r\n }\r\n\r\n changeViewMode(mode, changeByIndirectReason = false) {\r\n this.changeViewMode_(mode, changeByIndirectReason, () => {\r\n if (mode == _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA) {\r\n // this.controls_.object.position.set(0, 0, 0)\r\n // this.controls_.target = this.DEFAULT_TARGET__\r\n this.controls_.reset()\r\n\r\n } else if (mode == _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.ORBIT) {\r\n this.controls_.target = this.DEFAULT_TARGET__\r\n if (this.control_trans__ && this.control_trans__.object) {\r\n this.orbit_update_for_(this.control_trans__.object, true)\r\n } else {\r\n this.orbit_update_for_(this.mesh_shelf__, true)\r\n }\r\n }\r\n })\r\n }\r\n\r\n updateAction(action) {\r\n\r\n // console.log('# updateAction', action)\r\n\r\n if (action.action == 'updatePanorama') {\r\n // console.log('## updatePanorama', this.shopData_)\r\n\r\n this.changeViewMode(_ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA, true)\r\n\r\n let tex = this.scene_.environment\r\n if (tex) {\r\n // this.scene_.background = new Color(0xeeeeee)\r\n\r\n // this.scene_.children.filter(c=>c.name == 'sys-env-sphere-')[0].removeFromParent()\r\n this.mesh_env_sphere__.removeFromParent()\r\n this.mesh_env_sphere__ = null\r\n\r\n this.scene_.environment = null\r\n tex.dispose()\r\n }\r\n\r\n if (this.shopData_.panorama) {\r\n\r\n let panorama_shelf_exr = this.shopData_.panorama.urlShelfExr\r\n let arr = [{\r\n func: 'setupEnvEquirect', param: {\r\n url: `${this.get_panorama_url_(this.shopData_.panorama)}`,\r\n onAfter: tex => {\r\n // this.scene_.background = tex\r\n\r\n let sp = new three__WEBPACK_IMPORTED_MODULE_4__.Mesh(\r\n this.geo_env_sphere__,\r\n new three__WEBPACK_IMPORTED_MODULE_4__.MeshStandardMaterial({\r\n map: tex,\r\n side: three__WEBPACK_IMPORTED_MODULE_4__.BackSide,\r\n // wireframe: true,\r\n fog: false,\r\n // displacementScale: -env_.radius * .992,\r\n // displacementMap: new TextureLoader().load(`${this.prefixAsset_}/env/equirect/${env_.code}-zdepth-1k.png`),\r\n envMap: this.w256_,\r\n // envMapIntensity: 2,\r\n })\r\n )\r\n sp.scale.set(1, 1, -1)\r\n sp.name = 'sys-env-sphere-'\r\n this.scene_.add(sp)\r\n\r\n this.mesh_env_sphere__ = sp\r\n this.mesh_env_sphere__.rotation.y = this.shopData_.panorama.rotationY * Math.PI / 180\r\n\r\n if (!panorama_shelf_exr) {\r\n this.scene_.environment = tex\r\n }\r\n\r\n }\r\n }\r\n }]\r\n\r\n if (panorama_shelf_exr) {\r\n arr.push({\r\n func: 'setupEnvEquirect', param: {\r\n url: `${panorama_shelf_exr}`,\r\n onAfter: tex => {\r\n this.scene_.environment = tex\r\n }\r\n }\r\n })\r\n }\r\n\r\n this.build_specs__(arr).then(() => {\r\n //\r\n })\r\n\r\n } else {\r\n // remove!\r\n }\r\n } else if (action.action == 'updatePanoramaRotationY') {\r\n\r\n this.changeViewMode(_ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA, true)\r\n\r\n if (this.mesh_env_sphere__) {\r\n this.mesh_env_sphere__.rotation.y = this.shopData_.panorama.rotationY * Math.PI / 180\r\n }\r\n } else if (action.action == 'updatePanoramaMultiply') {\r\n\r\n this.changeViewMode(_ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA, true)\r\n\r\n\r\n } else if (action.action == 'updateShelf') {\r\n\r\n this.changeViewMode(_ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.PANORAMA, true)\r\n\r\n // remove!\r\n if (this.mesh_shelf__) {\r\n\r\n this.control_trans__.detach()\r\n this.controls_.enabled = true\r\n\r\n // \r\n\r\n // TODO dispose!\r\n\r\n this.mesh_shelf__.removeFromParent()\r\n this.mesh_shelf__ = null\r\n\r\n }\r\n\r\n if (this.shopData_.shelf && this.shopData_.shelf.url) {\r\n\r\n let shelf_url = this.shopData_.shelf.url\r\n this.build_specs__([{\r\n func: 'setupModelGltf', param: {\r\n path: shelf_url.substr(0, shelf_url.lastIndexOf('/')),\r\n name: shelf_url.substr(shelf_url.lastIndexOf('/')),\r\n onAfter: o3d => {\r\n\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n if (c.material.aoMap) {\r\n c.material.lightMap = c.material.aoMap\r\n // c.material.aoMap = null\r\n c.material.lightMapIntensity = .5\r\n }\r\n c.material.side = three__WEBPACK_IMPORTED_MODULE_4__.FrontSide\r\n }\r\n // 兼容 v1\r\n if (/^box-\\d-\\d/.test(c.name)) {\r\n c.visible = false\r\n }\r\n })\r\n\r\n o3d.rotation.set(0, - Math.PI / 2, 0)\r\n o3d.position.set(2.7, -1, 0)\r\n\r\n this.scene_.add(o3d)\r\n\r\n this.mesh_shelf__ = o3d\r\n\r\n // .$model__ = o3d\r\n // this.shopData_.shelf.get_model__ = () => {\r\n // return o3d\r\n // }\r\n\r\n // this.control_trans__.detach()\r\n\r\n this.control_trans__.mode = 'translate'\r\n this.control_trans__.attach(this.mesh_shelf__)\r\n update_control_trans_axes__(this.control_trans__)\r\n\r\n // { // TEMP for v1 to v3, 解些老的数据,并且生成新的cells数据,copy to store/shelves 列表中\r\n // this.shopData_.shelf.cells = parse_v3_cells_from_v1_shelf_model_(o3d)\r\n // }\r\n\r\n this.after_add_shelf__()\r\n\r\n ;(0,_common_util__WEBPACK_IMPORTED_MODULE_2__.write_transform)(o3d, this.shopData_.shelf)\r\n\r\n }\r\n }\r\n }])\r\n\r\n } else {\r\n\r\n // remove\r\n this.control_trans__.detach()\r\n\r\n }\r\n\r\n } else if (action.action == 'deleteCell') {\r\n\r\n // console.log('delete cell', action)\r\n this.control_trans__.detach()\r\n this.controls_.enabled = true\r\n\r\n // c.hit_.type == 'box'\r\n // this.mesh_shelf__.children.filter(c => (c.hit_ && c.hit_.cell == action.cell)).forEach(c => {\r\n // // let removed = \r\n // this.picker_.spliceHit(c)\r\n // // console.log('removed', removed)\r\n // c.removeFromParent()\r\n // })\r\n\r\n let subs = action.cell.getSubs()\r\n if (subs.sign) {\r\n this.picker_.spliceHit(subs.sign)\r\n subs.sign.removeFromParent()\r\n }\r\n if (subs.logo) {\r\n this.picker_.spliceHit(subs.logo)\r\n subs.logo.removeFromParent()\r\n }\r\n this.picker_.spliceHit(subs.box)\r\n subs.box.removeFromParent()\r\n\r\n this.shopData_.shelf.cells.splice(action.idx, 1)\r\n\r\n } else if (action.action == 'addCell') {\r\n\r\n if (!this.mesh_shelf__) {\r\n console.warn('需要首先有个货架!')\r\n return\r\n }\r\n\r\n // console.log('add cell')\r\n\r\n let bbx = new three__WEBPACK_IMPORTED_MODULE_4__.Box3().expandByObject(this.mesh_shelf__)\r\n let cnt = bbx.getCenter(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3())\r\n let size = bbx.getSize(new three__WEBPACK_IMPORTED_MODULE_4__.Vector3())\r\n\r\n // this.mesh_shelf__.add()\r\n let spos = this.mesh_shelf__.position\r\n // console.log(cnt, size, spos)\r\n\r\n let cell = {\r\n name: '?-?',\r\n box: {\r\n // x 向前一些\r\n position: { x: 0, y: cnt.y + size.y / 2 - spos.y, z: .45 },\r\n scale: { x: 1, y: 1, z: 1 },\r\n rotation: { x: 0, y: 0, z: 0 },\r\n size: { x: .3736, y: .2259, z: .2179 },\r\n // child: {}\r\n },\r\n }\r\n\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n // 没有测过,有问题,目前也不用到!\r\n // cell.sign = { // 相对于 box的位置\r\n // position: { x: 1, y: 1, z: 1 },\r\n // scale: { x: 1, y: 1, z: 1 },\r\n // rotation: { x: 0, y: 0, z: 0 },\r\n // }\r\n // cell.logo = { // 相对于 box的位置\r\n // position: { x: 1, y: 1, z: 1 }\r\n // }\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n cell.box.child = {\r\n sign: {\r\n position: { x: -0.006, y: -0.064, z: 0.1847 },\r\n rotation: { x: 0, y: 0, z: 0 },\r\n scale: { x: 1, y: 1, z: 1 },\r\n },\r\n logo: {\r\n position: { x: 0, y: 0.15, z: 0 }\r\n }\r\n }\r\n }\r\n\r\n this.shopData_.shelf.cells.push(cell)\r\n\r\n this.add_cell__(this.shopData_.shelf.cells[this.shopData_.shelf.cells.length - 1]) // 从proxy数据中取出!\r\n\r\n } else if (action.action == 'selectCell') {\r\n\r\n // console.log('select cell', action) // cell, subName\r\n\r\n let cell = action.cell\r\n this.shopData_.ext__.selectedShelf = false\r\n this.shopData_.ext__.selectedCell = cell\r\n this.shopData_.ext__.selectedCellSubName = action.subName\r\n let subs = cell.getSubs()\r\n\r\n this.control_trans__.mode = 'translate'\r\n if (action.subName == 'box') {\r\n\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n this.control_trans__.attach(subs.box)\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n this.control_trans__.attach(subs.box.parent)\r\n }\r\n\r\n } else if (action.subName == 'sign') {\r\n if (subs.sign) {\r\n this.control_trans__.attach(subs.sign)\r\n }\r\n } else if (action.subName == 'logo') {\r\n if (subs.logo) {\r\n this.control_trans__.attach(subs.logo)\r\n }\r\n }\r\n update_control_trans_axes__(this.control_trans__)\r\n\r\n // this.changeViewMode(VIEW_MODE.ORBIT)\r\n\r\n if (this.viewMode__ == _ViewModeBaseEditor__WEBPACK_IMPORTED_MODULE_3__.VIEW_MODE.ORBIT) {\r\n if (action.subName == 'box') {\r\n this.orbit_update_for_(subs.box)\r\n } else if (action.subName == 'sign') {\r\n this.orbit_update_for_(subs.sign)\r\n } else if (action.subName == 'logo') {\r\n this.orbit_update_for_(subs.logo)\r\n }\r\n }\r\n\r\n } else if (action.action == 'transformTranslate') {\r\n // console.log('xx transformTranslate')\r\n this.control_trans__.mode = 'translate'\r\n update_control_trans_axes__(this.control_trans__)\r\n } else if (action.action == 'transformRotate') {\r\n // console.log('xx transformRotate')\r\n this.control_trans__.mode = 'rotate'\r\n update_control_trans_axes__(this.control_trans__)\r\n } else if (action.action == 'transformResize') {\r\n // console.log('xx transformResize')\r\n this.control_trans__.mode = 'scale'\r\n update_control_trans_axes__(this.control_trans__)\r\n }\r\n }\r\n\r\n\r\n after_add_shelf__() {\r\n\r\n this.picker_.emptyHits()\r\n\r\n if (this.mesh_shelf__) {\r\n\r\n let o3d = this.mesh_shelf__\r\n let hit_ = { type: 'shelf' }\r\n // console.log('add_hit__', o3d)\r\n o3d.traverse(c => {\r\n if (c.isMesh) {\r\n if (/^box-\\d-\\d/.test(c.name)) {\r\n } else if (/^sign-\\d-\\d/.test(c.name)) {\r\n } else if (/.*-shadow$/.test(c.name)) {\r\n } else {\r\n c.hit_ = hit_\r\n this.picker_.pushHit(c)\r\n }\r\n }\r\n })\r\n\r\n // cells\r\n if (!this.shopData_.shelf.cells) {\r\n console.warn('# after add shelf cells null, maybe error runtime path!')\r\n this.shopData_.shelf.cells = []\r\n }\r\n this.shopData_.shelf.cells.forEach(cell => {\r\n this.add_cell__(cell)\r\n })\r\n\r\n }\r\n\r\n }\r\n\r\n add_cell__(cell) {\r\n\r\n let box = cell.box\r\n // console.log('add_cell__', cell)\r\n\r\n let grp_cell = new three__WEBPACK_IMPORTED_MODULE_4__.Object3D()\r\n grp_cell.grp_hit_cell_ = cell\r\n grp_cell.position.set(box.position.x, box.position.y, box.position.z)\r\n grp_cell.rotation.set(box.rotation.x, box.rotation.y, box.rotation.z)\r\n this.mesh_shelf__.add(grp_cell)\r\n\r\n let mesh_box = this.prefab__.clone_cell_box()\r\n // mesh_box.position.set(box.position.x, box.position.y, box.position.z)\r\n mesh_box.scale.set(box.size.x, box.size.y, box.size.z)\r\n\r\n // this.mesh_shelf__.add(mesh_box)\r\n\r\n grp_cell.add(mesh_box)\r\n\r\n mesh_box.hit_ = { type: 'box', cell }\r\n this.picker_.pushHit(mesh_box)\r\n\r\n let mesh_sign = null\r\n let mesh_logo = null\r\n if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.STANDALONE) {\r\n } else if (_common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.CELL_HIERARCHY == _common_BaseShelve__WEBPACK_IMPORTED_MODULE_1__.HIERARCHY_TYPE.INHERITED) {\r\n {\r\n let sign = box.child.sign\r\n\r\n mesh_sign = this.prefab__.clone_sign()\r\n mesh_sign.position.set(sign.position.x, sign.position.y, sign.position.z)\r\n // console.log(JSON.stringify(sign.rotation))\r\n mesh_sign.rotation.set(sign.rotation.x, sign.rotation.y, sign.rotation.z)\r\n grp_cell.add(mesh_sign)\r\n\r\n mesh_sign.hit_ = { type: 'sign', cell }\r\n this.picker_.pushHit(mesh_sign)\r\n }\r\n //\r\n {\r\n let logo = box.child.logo\r\n\r\n // mesh_logo = new Mesh(new BoxBufferGeometry(.1, .04, .005), this.get_plastic_logo_material__())\r\n mesh_logo = this.prefab__.clone_logo()\r\n mesh_logo.position.set(logo.position.x, logo.position.y, logo.position.z)\r\n grp_cell.add(mesh_logo)\r\n\r\n mesh_logo.hit_ = { type: 'logo', cell }\r\n this.picker_.pushHit(mesh_logo)\r\n }\r\n }\r\n\r\n cell.getSubs = function () {\r\n return {\r\n box: mesh_box,\r\n sign: mesh_sign,\r\n logo: mesh_logo,\r\n }\r\n }\r\n\r\n }\r\n\r\n commitToShopData() {\r\n // console.log('commitToShopData...')\r\n // if (this.mesh_shelf__) {\r\n // this.shopData_.scene = {\r\n // shelf: {\r\n // position: this.mesh_shelf__.position,\r\n // rotation: {\r\n // x: this.mesh_shelf__.rotation.x,\r\n // y: this.mesh_shelf__.rotation.y,\r\n // z: this.mesh_shelf__.rotation.z\r\n // },\r\n // }\r\n // }\r\n // }\r\n }\r\n\r\n dispose() {\r\n window.removeEventListener('keydown', this.keydown_615__)\r\n super.dispose()\r\n }\r\n\r\n\r\n}\r\n\r\nconst SHELF_POSITION = { x: 2.7, y: -1, z: 0 }\r\nconst SHELF_ROTATION = { x: 0, y: - Math.PI / 2, z: 0 }\r\nconst SHELF_SCALE = { x: 1, y: 1, z: 1 }\r\n\r\n// 从外部选择时添加默认值\r\nShopEditor.appendDefaultShelfData = shelf => {\r\n shelf.position = SHELF_POSITION\r\n shelf.rotation = SHELF_ROTATION\r\n shelf.scale = SHELF_SCALE\r\n return shelf\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/editor/ShopEditor.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/editor/ViewModeBaseEditor.js":
+/*!**********************************************************!*\
+ !*** ./src/crossyo/shelves/editor/ViewModeBaseEditor.js ***!
+ \**********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"VIEW_MODE\": () => (/* binding */ VIEW_MODE),\n/* harmony export */ \"ViewModeBaseEditor\": () => (/* binding */ ViewModeBaseEditor)\n/* harmony export */ });\n/* harmony import */ var _BaseEditor__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./BaseEditor */ \"./src/crossyo/shelves/editor/BaseEditor.js\");\n/* harmony import */ var three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../viewer/ShelvesBaseViewer */ \"./src/crossyo/shelves/viewer/ShelvesBaseViewer.js\");\n\r\n\r\n\r\n\r\n\r\n\r\nconst VIEW_MODE = {\r\n PANORAMA: 1,\r\n ORBIT: 2,\r\n}\r\n\r\nclass ViewModeBaseEditor extends _BaseEditor__WEBPACK_IMPORTED_MODULE_0__.BaseEditor {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n\r\n this.viewMode__ = VIEW_MODE.PANORAMA\r\n }\r\n\r\n get viewMode() {\r\n return this.viewMode__\r\n }\r\n\r\n create_cms_() {\r\n\r\n this.cms_ = {\r\n lookAt: { controls: this.controls_ },\r\n orbit: { controls: null }\r\n }\r\n // this.cms_.orbit.controls.enabled = false\r\n console.log('## this.cms_', this.cms_)\r\n }\r\n\r\n changeViewMode_(mode, changeByIndirectReason = false, onCompletion = null) {\r\n if (this.change_view_mode_working__) {\r\n return\r\n }\r\n if (mode != this.viewMode__) {\r\n this.change_view_mode_working__ = true\r\n if (this.viewMode__ == VIEW_MODE.PANORAMA) {\r\n // pano -> orbit\r\n if (this.mesh_env_sphere__) {\r\n this.mesh_env_sphere__.visible = false\r\n }\r\n\r\n // fly\r\n this.controls_.enabled = false\r\n if (!this.cms_.orbit.controls) {\r\n let controls = new three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_1__.OrbitControls(this.camera_, this.renderer_.domElement)\r\n controls.minDistance = _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_2__.TARGET_NEAR * .25\r\n controls.maxDistance = _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_2__.TARGET_FAR * 4\r\n this.cms_.orbit.controls = controls\r\n }\r\n this.controls_ = this.cms_.orbit.controls\r\n\r\n this.change_view_mode_working__ = false\r\n this.viewMode__ = mode\r\n\r\n this.controls_.enabled = true\r\n this.emit('viewModeChanged', mode)\r\n if (onCompletion != null) {\r\n onCompletion()\r\n }\r\n\r\n } else {\r\n // orbit -> pano\r\n if (this.mesh_env_sphere__) {\r\n this.mesh_env_sphere__.visible = true\r\n }\r\n\r\n // fly\r\n this.controls_.enabled = false\r\n this.controls_ = this.cms_.lookAt.controls\r\n\r\n this.change_view_mode_working__ = false\r\n this.viewMode__ = mode\r\n\r\n this.controls_.enabled = true\r\n this.emit('viewModeChanged', mode)\r\n if (onCompletion != null) {\r\n onCompletion()\r\n }\r\n\r\n }\r\n\r\n }\r\n }\r\n\r\n orbit_update_for_(o3d, forceDeg45 = false) {\r\n let dir = null\r\n if (forceDeg45) {\r\n dir = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3(-2, 1, 1).normalize()\r\n } else {\r\n dir = new three__WEBPACK_IMPORTED_MODULE_3__.Vector3().subVectors(this.controls_.object.position, this.controls_.target).normalize()\r\n }\r\n\r\n let bbx = new three__WEBPACK_IMPORTED_MODULE_3__.Box3().expandByObject(o3d)\r\n let target = bbx.getCenter(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3())\r\n let size = bbx.getSize(new three__WEBPACK_IMPORTED_MODULE_3__.Vector3())\r\n let len = Math.min(Math.max(_viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_2__.TARGET_NEAR, size.length() * 2), _viewer_ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_2__.TARGET_FAR)\r\n\r\n // this.controls_.object.position.copy(dir.multiplyScalar(len).add(target))\r\n // this.controls_.target.copy(target)\r\n\r\n this.flyTo({\r\n target,\r\n position: dir.multiplyScalar(len).add(target),\r\n duration: .2,\r\n }, () => {\r\n })\r\n }\r\n\r\n dispose() {\r\n super.dispose()\r\n this.cms_.lookAt.controls.dispose()\r\n if (this.cms_.orbit.controls) {\r\n this.cms_.orbit.controls.dispose()\r\n }\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/editor/ViewModeBaseEditor.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/lib.js":
+/*!************************************!*\
+ !*** ./src/crossyo/shelves/lib.js ***!
+ \************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ArrangementEditor\": () => (/* reexport safe */ _editor_ArrangementEditor__WEBPACK_IMPORTED_MODULE_4__.ArrangementEditor),\n/* harmony export */ \"Previewer\": () => (/* reexport safe */ _previewer_Previewer__WEBPACK_IMPORTED_MODULE_1__.Previewer),\n/* harmony export */ \"ShopEditor\": () => (/* reexport safe */ _editor_ShopEditor__WEBPACK_IMPORTED_MODULE_3__.ShopEditor),\n/* harmony export */ \"SurveyViewer\": () => (/* reexport safe */ _viewer_SurveyViewer__WEBPACK_IMPORTED_MODULE_2__.SurveyViewer),\n/* harmony export */ \"clone_except_ext\": () => (/* reexport safe */ _common_util__WEBPACK_IMPORTED_MODULE_0__.clone_except_ext),\n/* harmony export */ \"isMobile\": () => (/* reexport safe */ _common_util__WEBPACK_IMPORTED_MODULE_0__.isMobile),\n/* harmony export */ \"use_ext\": () => (/* reexport safe */ _common_util__WEBPACK_IMPORTED_MODULE_0__.use_ext)\n/* harmony export */ });\n/* harmony import */ var _common_util__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./common/util */ \"./src/crossyo/shelves/common/util.js\");\n/* harmony import */ var _previewer_Previewer__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./previewer/Previewer */ \"./src/crossyo/shelves/previewer/Previewer.js\");\n/* harmony import */ var _viewer_SurveyViewer__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./viewer/SurveyViewer */ \"./src/crossyo/shelves/viewer/SurveyViewer.js\");\n/* harmony import */ var _editor_ShopEditor__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./editor/ShopEditor */ \"./src/crossyo/shelves/editor/ShopEditor.js\");\n/* harmony import */ var _editor_ArrangementEditor__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./editor/ArrangementEditor */ \"./src/crossyo/shelves/editor/ArrangementEditor.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n// import { GUI } from 'three/examples/jsm/libs//lil-gui.module.min'\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/lib.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/previewer/Previewer.js":
+/*!****************************************************!*\
+ !*** ./src/crossyo/shelves/previewer/Previewer.js ***!
+ \****************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Previewer\": () => (/* binding */ Previewer)\n/* harmony export */ });\n/* harmony import */ var kutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! kutsi/BaseViewer */ \"./src-kutsi/crossyo/kutsi/BaseViewer.js\");\n/* harmony import */ var kutsi_util_BuilderEx__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi/util/BuilderEx */ \"./src-kutsi/crossyo/kutsi/util/BuilderEx.js\");\n/* harmony import */ var three_examples_jsm_libs_lil_gui_module_min__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/libs/lil-gui.module.min */ \"./node_modules/three/examples/jsm/libs/lil-gui.module.min.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three/examples/jsm/loaders/GLTFLoader */ \"./node_modules/three/examples/jsm/loaders/GLTFLoader.js\");\n/* harmony import */ var _assets_white_256_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../assets/white-256.png */ \"./src/crossyo/shelves/assets/white-256.png\");\n\r\n\r\n\r\n\r\nkutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__.registerClass.GUI = three_examples_jsm_libs_lil_gui_module_min__WEBPACK_IMPORTED_MODULE_2__.GUI\r\n\r\n;\r\n\r\n\r\n\r\n\r\nclass Previewer extends kutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n constructor(opts) {\r\n super(Object.assign({\r\n trend: {\r\n hdr: true,\r\n },\r\n picker: {\r\n useHitsArray: true,\r\n },\r\n // manually_start_animate: true, // for loading\r\n // clzControls: MapControls,\r\n fov0: 55,\r\n\r\n clzBuilder: kutsi_util_BuilderEx__WEBPACK_IMPORTED_MODULE_1__.BuilderEx,\r\n\r\n // v2\r\n // assets: {\r\n // \tenv1: assets_env1,\r\n // }\r\n\r\n }, opts))\r\n }\r\n\r\n beginLoadSpecs() {\r\n let arr = super.beginLoadSpecs()\r\n\r\n // this.scene_.background = new Color(0x000000)\r\n arr.push({\r\n func: 'setupEnvEquirect', param: {\r\n url: _assets_white_256_png__WEBPACK_IMPORTED_MODULE_4__,\r\n onAfter: tex => {\r\n // this.w256_ = tex\r\n this.scene_.environment = tex\r\n }\r\n }\r\n })\r\n\r\n return arr\r\n }\r\n\r\n endLoadSpecs() {\r\n super.endLoadSpecs()\r\n\r\n this.emit('loadingCompletion')\r\n }\r\n\r\n set model(v) {\r\n // console.log('set model', v)\r\n {\r\n let loader = new three_examples_jsm_loaders_GLTFLoader__WEBPACK_IMPORTED_MODULE_3__.GLTFLoader()\r\n loader.parse(v.result, '', gltf => {\r\n\r\n // console.log(gltf)\r\n let root = gltf.scene\r\n this.scene_.add(root)\r\n this.updateViewerByBoundingBox(\r\n new three__WEBPACK_IMPORTED_MODULE_5__.Box3().expandByObject(root)\r\n )\r\n\r\n })\r\n }\r\n }\r\n\r\n after_render_(time, delta) {\r\n super.after_render_(time, delta)\r\n if (this.require_snapshot__) {\r\n this.require_snapshot__()\r\n this.require_snapshot__ = null\r\n }\r\n }\r\n\r\n snapshot() {\r\n return new Promise((resolv, reject) => {\r\n if (!this.require_snapshot__) {\r\n this.require_snapshot__ = () => {\r\n this.renderer_.domElement.toBlob(blob => {\r\n resolv(blob)\r\n }, 'image/jpeg', .6)\r\n }\r\n } else {\r\n reject()\r\n }\r\n })\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/previewer/Previewer.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/viewer/BehaviorQueue.js":
+/*!*****************************************************!*\
+ !*** ./src/crossyo/shelves/viewer/BehaviorQueue.js ***!
+ \*****************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"BehaviorAction\": () => (/* binding */ BehaviorAction),\n/* harmony export */ \"BehaviorQueue\": () => (/* binding */ BehaviorQueue)\n/* harmony export */ });\n\r\nconst BehaviorAction = {\r\n HOLD: 'hold',\r\n IDLE: 'idle',\r\n PUT_CART: 'putCart',\r\n PUT_BACK: 'putBack',\r\n}\r\n\r\nconst THRESHOLD = 1 // 1s\r\nconst INIT_HOLD_OPERATE = {\r\n // cd: 1, // 1s\r\n cd: 1e10, // 很大可以避免第一次不动时,也不记录\r\n t: 0,\r\n srz: 0,\r\n sry: 0,\r\n}\r\n\r\nclass BehaviorQueue {\r\n\r\n constructor(opts) {\r\n this.viewer_ = opts.viewer\r\n this.u_time_ = this.viewer_.u_time_\r\n \r\n this.surveyId_ = opts.surveyId\r\n this.shelfId_ = opts.shelfId // #202221020\r\n\r\n this.queue_ = []\r\n this.last_hold_operate_ = INIT_HOLD_OPERATE\r\n\r\n this.wareId_ = null\r\n\r\n this.idle_1_ = 0\r\n }\r\n\r\n idle_controls_update_(srz, sry, delta) {\r\n // console.log(t)\r\n if (srz != this.last_hold_operate_.srz) {\r\n this.last_hold_operate_.cd = THRESHOLD\r\n\r\n this.idle_try_end_(idle => {\r\n this.push_idle_(idle)\r\n })\r\n\r\n } else {\r\n this.last_hold_operate_.cd -= delta\r\n }\r\n\r\n if (this.last_hold_operate_.cd <= 0) { // 不变超过 1s\r\n // console.log('xx', srz, t)\r\n // \r\n this.idle_begin_()\r\n this.last_hold_operate_.cd = 1e10\r\n }\r\n\r\n this.last_hold_operate_.srz = srz\r\n this.last_hold_operate_.sry = sry\r\n\r\n }\r\n\r\n idle_begin_() {\r\n this.idle_1_ = this.u_time_.value\r\n }\r\n\r\n idle_try_end_(cb) {\r\n if (this.idle_1_ > 0) {\r\n let t = this.u_time_.value\r\n cb({\r\n duration: t - this.idle_1_ + THRESHOLD,\r\n rotation: [0, this.last_hold_operate_.sry, this.last_hold_operate_.srz],\r\n })\r\n this.idle_1_ = 0\r\n }\r\n }\r\n\r\n push_idle_({ duration, rotation }) {\r\n this.queue_.push({\r\n action: BehaviorAction.IDLE,\r\n timestamp: Date.now(),\r\n surveyId: this.surveyId_,\r\n shelfId: this.shelfId_,\r\n duration,\r\n wareId: this.wareId_,\r\n rotation\r\n })\r\n }\r\n\r\n push({ action, wareId }) {\r\n\r\n this.idle_try_end_(idle => {\r\n this.push_idle_(idle)\r\n })\r\n\r\n this.wareId_ = wareId\r\n this.srz0_ = 0\r\n // this.sry0_ = 0\r\n\r\n this.queue_.push({\r\n action,\r\n timestamp: Date.now(),\r\n surveyId: this.surveyId_,\r\n shelfId: this.shelfId_,\r\n wareId,\r\n duration: 0,\r\n })\r\n\r\n if (action == BehaviorAction.PUT_CART || action == BehaviorAction.PUT_BACK) {\r\n this.flush()\r\n }\r\n\r\n }\r\n\r\n // or quit flush!\r\n flush() {\r\n if (this.queue_.length > 0) {\r\n let q1 = this.queue_\r\n this.queue_ = []\r\n this.last_hold_operate_ = INIT_HOLD_OPERATE\r\n this.viewer_.emit('behavior_flush', q1)\r\n }\r\n }\r\n\r\n}\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/viewer/BehaviorQueue.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/viewer/ShelvesBaseViewer.js":
+/*!*********************************************************!*\
+ !*** ./src/crossyo/shelves/viewer/ShelvesBaseViewer.js ***!
+ \*********************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ShelvesBaseViewer\": () => (/* binding */ ShelvesBaseViewer),\n/* harmony export */ \"TARGET_FAR\": () => (/* binding */ TARGET_FAR),\n/* harmony export */ \"TARGET_NEAR\": () => (/* binding */ TARGET_NEAR)\n/* harmony export */ });\n/* harmony import */ var kutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! kutsi/BaseViewer */ \"./src-kutsi/crossyo/kutsi/BaseViewer.js\");\n/* harmony import */ var kutsi_util_BuilderEx__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kutsi/util/BuilderEx */ \"./src-kutsi/crossyo/kutsi/util/BuilderEx.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_libs_lil_gui_module_min__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/libs/lil-gui.module.min */ \"./node_modules/three/examples/jsm/libs/lil-gui.module.min.js\");\n/* harmony import */ var kutsi_shelves_controls_ElasticFreeLookControls__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! kutsi-shelves/controls/ElasticFreeLookControls */ \"./src-kutsi-shelves/crossyo/kutsi/controls/ElasticFreeLookControls.js\");\n/* harmony import */ var kutsi_util_SceneUtil__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! kutsi/util/SceneUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneUtil.js\");\n/* harmony import */ var kutsi_util_SceneTuningUtil__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! kutsi/util/SceneTuningUtil */ \"./src-kutsi/crossyo/kutsi/util/SceneTuningUtil.js\");\n/* harmony import */ var _assets_white_256_png__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ../assets/white-256.png */ \"./src/crossyo/shelves/assets/white-256.png\");\n/* harmony import */ var _common_util__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ../common/util */ \"./src/crossyo/shelves/common/util.js\");\n\r\n\r\n\r\n\r\n\r\n\r\nkutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__.registerClass.GUI = three_examples_jsm_libs_lil_gui_module_min__WEBPACK_IMPORTED_MODULE_2__.GUI\r\n\r\n// import { DropTableGeometry } from 'kutsi/geometry/DropTableGeometry'\r\n\r\n;\r\n\r\n\r\n\r\n// import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'\r\n// import { TrackballControls } from 'three/examples/jsm/controls/TrackballControls'\r\n\r\n\r\n\r\n\r\n\r\nconst try_mixin_two_fov_ = cam => {\r\n\tif (!cam.hasOwnProperty('aspectFov')) {\r\n\r\n\t\tcam.aspectFov_ = cam.fov\r\n\t\tcam.zoomFov_ = 1\r\n\t\tObject.defineProperty(cam, 'aspectFov', {\r\n\t\t\tset(v) {\r\n\t\t\t\tthis.aspectFov_ = v\r\n\t\t\t\tthis.fov = this.aspectFov_ * this.zoomFov_\r\n\t\t\t\t// console.log('update after aspectFov', this.fov)\r\n\t\t\t},\r\n\t\t\tget() {\r\n\t\t\t\treturn this.aspectFov_\r\n\t\t\t}\r\n\t\t})\r\n\t\tObject.defineProperty(cam, 'zoomFov', {\r\n\t\t\tset(v) {\r\n\t\t\t\tthis.zoomFov_ = v\r\n\t\t\t\tthis.fov = this.aspectFov_ * this.zoomFov_\r\n\t\t\t\t// console.log('update after zoomFov', this.fov)\r\n\t\t\t\tthis.updateProjectionMatrix()\r\n\t\t\t},\r\n\t\t\tget() {\r\n\t\t\t\treturn this.zoomFov_\r\n\t\t\t}\r\n\t\t})\r\n\r\n\t}\r\n}\r\n\r\nconst TARGET_NEAR = .75 // controls 可以 x .25\r\nconst TARGET_FAR = 2 // controls 可以 x 4 \r\n\r\nconst SPHERE_RADIUS = 13.65\r\nconst SPHERE_DEBUG = false // normal\r\n// const SPHERE_DEBUG = true // orbit show depth!\r\n\r\nclass ShelvesBaseViewer extends kutsi_BaseViewer__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\r\n\r\n\tconstructor(opts) {\r\n\r\n\t\tsuper(Object.assign({\r\n\t\t\ttrend: {\r\n\t\t\t\thdr: true,\r\n\t\t\t},\r\n\t\t\tpicker: {\r\n\t\t\t\tuseHitsArray: true,\r\n\t\t\t},\r\n\t\t\t// manually_start_animate: true, // for loading\r\n\t\t\t// clzControls: MapControls,\r\n\t\t\tfov0: 55,\r\n\r\n\t\t\tclzBuilder: kutsi_util_BuilderEx__WEBPACK_IMPORTED_MODULE_1__.BuilderEx,\r\n\r\n\t\t\t// v2\r\n\t\t\t// assets: {\r\n\t\t\t// \tenv1: assets_env1,\r\n\t\t\t// }\r\n\r\n\t\t}, opts))\r\n\r\n\t\t// {//window aspect ratio!\r\n\t\t// \t// if (window.innerWidth / window.innerHeight < 1) {\r\n\t\t// \t// \tthis.opts_.fov0 = 75\r\n\t\t// \t// }\r\n\t\t// }\r\n\r\n\t\t// console.log('this.opts_', this.opts_)\r\n\r\n\t\tthis.shopData_ = this.opts_.shopData\r\n\r\n\t\tthis.isViewer__ = true\r\n\r\n\t}\r\n\r\n\tresize_() {\r\n\t\tsuper.resize_()\r\n\t\t// this.size_\r\n\r\n\t\ttry_mixin_two_fov_(this.camera_)\r\n\r\n\t\t// .5 -> 75\r\n\t\t// 2 -> 50\r\n\t\tlet aspect = this.size_.w / this.size_.h\r\n\t\tlet fov = three__WEBPACK_IMPORTED_MODULE_8__.MathUtils.lerp(75, 50, three__WEBPACK_IMPORTED_MODULE_8__.MathUtils.smoothstep(aspect, .5, 2))\r\n\t\t// console.log('\\t', aspect, fov)\r\n\r\n\t\t// this.camera_.fov = fov\r\n\t\tthis.camera_.aspectFov = fov\r\n\t\t// this.camera_.aspectFov = 75 // for snapshot!\r\n\t\tthis.camera_.updateProjectionMatrix()\r\n\r\n\t}\r\n\r\n\tstartup() {\r\n\t\tsuper.startup()\r\n\t\t// this.controls_.enablePan = true\r\n\t\tthis.scene_.background = new three__WEBPACK_IMPORTED_MODULE_8__.Color(0xefefef)\r\n\t}\r\n\r\n\tbeginLoadSpecs() {\r\n\r\n\t\tlet arr = super.beginLoadSpecs()\r\n\r\n\t\tthis.geo_env_sphere__ = new three__WEBPACK_IMPORTED_MODULE_8__.SphereBufferGeometry(SPHERE_RADIUS, 256, 256)\r\n\t\t// this.geo_env_sphere__ = new SphereBufferGeometry(SPHERE_RADIUS, 512, 512)\r\n\t\tthis.mesh_env_sphere__ = null\r\n\r\n\t\tthis.cart_plane_ = new three__WEBPACK_IMPORTED_MODULE_8__.Plane(new three__WEBPACK_IMPORTED_MODULE_8__.Vector3(-1, 0, 0), 2)\r\n\t\tthis.mesh_shelf__ = null\r\n\r\n\t\t// {// debug\r\n\t\t// \tthis.dump_keydown_after__ = () => {\r\n\t\t// \t\tconsole.log('shelf', this.mesh_shelf__)\r\n\t\t// \t}\r\n\t\t// }\r\n\r\n\t\tarr.push({\r\n\t\t\tfunc: 'setupEnvEquirect', param: {\r\n\t\t\t\turl: _assets_white_256_png__WEBPACK_IMPORTED_MODULE_6__,\r\n\t\t\t\tonAfter: tex => {\r\n\t\t\t\t\tthis.w256_ = tex\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t})\r\n\r\n\t\t// this.DEFAULT_TARGET__ = new Vector3(0.1, -0.01, 0.00)\r\n\t\t// this.DEFAULT_TARGET__ = new Vector3(2.37, -0.41, 0.00)\r\n\t\tthis.DEFAULT_TARGET__ = new three__WEBPACK_IMPORTED_MODULE_8__.Vector3(2.37, -0.31, 0.00)\r\n\r\n\t\tarr.push({\r\n\t\t\tfunc: 'setupCustomization', param: {\r\n\t\t\t\tonDoing: next => {\r\n\r\n\t\t\t\t\t// this.scene_.fog = new Fog(this.theme_.fogColor, 400, 800)\r\n\r\n\t\t\t\t\t// this.controls_.minPolarAngle = 0\r\n\t\t\t\t\t// this.controls_.maxPolarAngle = Math.PI * .67\r\n\t\t\t\t\t// this.controls_.maxDistance = 400\r\n\r\n\t\t\t\t\t// this.scene_.add(new AxesHelper(10))\r\n\r\n\t\t\t\t\tlet target = this.DEFAULT_TARGET__\r\n\r\n\t\t\t\t\tif (SPHERE_DEBUG) { // debug\r\n\t\t\t\t\t\tthis.updateViewerLookat({\r\n\t\t\t\t\t\t\tposition: new three__WEBPACK_IMPORTED_MODULE_8__.Vector3(-1, 0.1, 0.00),\r\n\t\t\t\t\t\t\ttarget: new three__WEBPACK_IMPORTED_MODULE_8__.Vector3(0.00, 0.00, 0.00),\r\n\t\t\t\t\t\t\tforceUpdateNearFar: true,\r\n\t\t\t\t\t\t})\r\n\t\t\t\t\t\tthis.controls_.enablePan = true\r\n\t\t\t\t\t} else {\r\n\t\t\t\t\t\tthis.changeControls(\r\n\t\t\t\t\t\t\t// new FreeLookControls\r\n\t\t\t\t\t\t\tnew kutsi_shelves_controls_ElasticFreeLookControls__WEBPACK_IMPORTED_MODULE_3__[\"default\"]\r\n\t\t\t\t\t\t\t\t(this.camera_, this.renderer_.domElement, {\r\n\t\t\t\t\t\t\t\t\tlookDirection: -1,\r\n\t\t\t\t\t\t\t\t\telasticDirection: target,\r\n\t\t\t\t\t\t\t\t\tzoomResetFunction: e => {\r\n\t\t\t\t\t\t\t\t\t\treturn e.object.zoomFov\r\n\t\t\t\t\t\t\t\t\t},\r\n\t\t\t\t\t\t\t\t\tzoomFunction: e => {\r\n\t\t\t\t\t\t\t\t\t\te.object.zoomFov = e.zoom2\r\n\t\t\t\t\t\t\t\t\t},\r\n\t\t\t\t\t\t\t\t\tzoomMin: .5,\r\n\t\t\t\t\t\t\t\t\tzoomMax: 1,\r\n\t\t\t\t\t\t\t\t}))\r\n\r\n\t\t\t\t\t\tthis.updateViewerLookat({\r\n\t\t\t\t\t\t\t// position: new Vector3(-0.1, 0.01, 0.00),\r\n\t\t\t\t\t\t\t// target: new Vector3(0.00, 0.00, 0.00),\r\n\t\t\t\t\t\t\tposition: new three__WEBPACK_IMPORTED_MODULE_8__.Vector3(0.00, 0.00, 0.00),\r\n\t\t\t\t\t\t\ttarget,\r\n\t\t\t\t\t\t\tforceUpdateNearFar: true,\r\n\t\t\t\t\t\t})\r\n\t\t\t\t\t}\r\n\r\n\r\n\t\t\t\t\tnext()\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t})\r\n\r\n\t\tif (this.shopData_ && this.shopData_.panorama) {\r\n\r\n\t\t\t// if (this.shopData_.panorama.urlEnv) {\r\n\t\t\t// \tarr.push({\r\n\t\t\t// \t\tfunc: 'setupEnvEquirect', param: {\r\n\t\t\t// \t\t\turl: `${this.shopData_.panorama.url}`,\r\n\t\t\t// \t\t\tonAfter: tex => {\r\n\t\t\t// \t\t\t\tthis.scene_.background = tex\r\n\t\t\t// \t\t\t\t// this.scene_.environment = tex\r\n\t\t\t// \t\t\t}\r\n\t\t\t// \t\t}\r\n\t\t\t// \t})\r\n\t\t\t// \tarr.push({\r\n\t\t\t// \t\tfunc: 'setupEnvEquirect', param: {\r\n\t\t\t// \t\t\turl: `${this.shopData_.panorama.urlEnv}`,\r\n\t\t\t// \t\t\tonAfter: tex => {\r\n\t\t\t// \t\t\t\t// this.scene_.background = tex\r\n\t\t\t// \t\t\t\tthis.scene_.environment = tex\r\n\t\t\t// \t\t\t}\r\n\t\t\t// \t\t}\r\n\t\t\t// \t})\r\n\r\n\t\t\t// } else {\r\n\r\n\t\t\tlet panorama_shelf_exr = this.shopData_.panorama.urlShelfExr\r\n\t\t\tarr.push({\r\n\t\t\t\tfunc: 'setupEnvEquirect', param: {\r\n\t\t\t\t\turl: `${this.get_panorama_url_(this.shopData_.panorama)}`,\r\n\t\t\t\t\tonAfter: tex => {\r\n\t\t\t\t\t\t// this.scene_.background = tex\r\n\t\t\t\t\t\t// for rotationY\r\n\r\n\t\t\t\t\t\tlet sp = new three__WEBPACK_IMPORTED_MODULE_8__.Mesh(\r\n\t\t\t\t\t\t\t// new SphereBufferGeometry(20, 256, 256),\r\n\t\t\t\t\t\t\tthis.geo_env_sphere__,\r\n\t\t\t\t\t\t\tnew three__WEBPACK_IMPORTED_MODULE_8__.MeshStandardMaterial({\r\n\t\t\t\t\t\t\t\tmap: tex,\r\n\t\t\t\t\t\t\t\tside: three__WEBPACK_IMPORTED_MODULE_8__.BackSide,\r\n\t\t\t\t\t\t\t\t// wireframe: true,\r\n\t\t\t\t\t\t\t\tfog: false,\r\n\t\t\t\t\t\t\t\t// displacementScale: -env_.radius * .992,\r\n\t\t\t\t\t\t\t\t// displacementMap: new TextureLoader().load(`${this.prefixAsset_}/env/equirect/${env_.code}-zdepth-1k.png`),\r\n\t\t\t\t\t\t\t\tdisplacementScale: - SPHERE_RADIUS,\r\n\t\t\t\t\t\t\t\tdisplacementMap: new three__WEBPACK_IMPORTED_MODULE_8__.TextureLoader().load(`${this.shopData_.panorama.urlDepth}`),\r\n\t\t\t\t\t\t\t\tenvMap: this.w256_,\r\n\t\t\t\t\t\t\t\t// envMapIntensity: 2,\r\n\t\t\t\t\t\t\t})\r\n\t\t\t\t\t\t)\r\n\t\t\t\t\t\tsp.scale.set(1, 1, -1)\r\n\t\t\t\t\t\tsp.name = 'sys-env-sphere-'\r\n\t\t\t\t\t\tthis.scene_.add(sp)\r\n\r\n\t\t\t\t\t\tthis.mesh_env_sphere__ = sp\r\n\t\t\t\t\t\tthis.mesh_env_sphere__.rotation.y = this.shopData_.panorama.rotationY * Math.PI / 180\r\n\r\n\t\t\t\t\t\tif (!panorama_shelf_exr) {\r\n\t\t\t\t\t\t\tthis.scene_.environment = tex\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t})\r\n\t\t\tif (panorama_shelf_exr) {\r\n\t\t\t\tarr.push({\r\n\t\t\t\t\tfunc: 'setupEnvEquirect', param: {\r\n\t\t\t\t\t\turl: `${panorama_shelf_exr}`,\r\n\t\t\t\t\t\tonAfter: tex => {\r\n\t\t\t\t\t\t\tthis.scene_.environment = tex\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t})\r\n\t\t\t}\r\n\r\n\r\n\t\t\t// }\r\n\r\n\t\t} else {\r\n\r\n\t\t\t// TODO 新增时\r\n\r\n\t\t}\r\n\r\n\t\tif (this.shopData_ && this.shopData_.shelf) {\r\n\t\t\tlet shelf = this.shopData_.shelf\r\n\t\t\tlet shelf_url = shelf.url\r\n\t\t\tarr.push({\r\n\t\t\t\tfunc: 'setupModelGltf', param: {\r\n\t\t\t\t\tpath: shelf_url.substr(0, shelf_url.lastIndexOf('/')),\r\n\t\t\t\t\tname: shelf_url.substr(shelf_url.lastIndexOf('/')),\r\n\t\t\t\t\t// predefinedModel: (() => {\r\n\t\t\t\t\t// \tlet def = {\r\n\t\t\t\t\t// \t\tobjects_isolate_material: true,\r\n\t\t\t\t\t// \t\tmaps: {\r\n\t\t\t\t\t// \t\t\t'm1': { url: 'model/ao-2to1k-s4096/shelves_Bake1_CyclesBake_AO.png' }\r\n\t\t\t\t\t// \t\t},\r\n\t\t\t\t\t// \t\tobjects: {\r\n\t\t\t\t\t// \t\t\t'shelves': {\r\n\t\t\t\t\t// \t\t\t\tlightMap: 'm1'\r\n\t\t\t\t\t// \t\t\t}\r\n\t\t\t\t\t// \t\t}\r\n\t\t\t\t\t// \t}\r\n\t\t\t\t\t// \treturn def\r\n\t\t\t\t\t// })(),\r\n\t\t\t\t\tonAfter: o3d => {\r\n\r\n\t\t\t\t\t\to3d.traverse(c => {\r\n\t\t\t\t\t\t\tif (c.isMesh) {\r\n\t\t\t\t\t\t\t\tif (c.material.aoMap) {\r\n\t\t\t\t\t\t\t\t\tc.material.lightMap = c.material.aoMap\r\n\t\t\t\t\t\t\t\t\t// c.material.aoMap = null\r\n\t\t\t\t\t\t\t\t\tc.material.lightMapIntensity = .5\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t\tc.material.side = three__WEBPACK_IMPORTED_MODULE_8__.FrontSide\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\tif (/^box-\\d-\\d/.test(c.name)) {\r\n\t\t\t\t\t\t\t\tc.visible = false\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t})\r\n\r\n\t\t\t\t\t\tif (shelf.position && shelf.rotation) {\r\n\r\n\t\t\t\t\t\t\to3d.position.set(shelf.position.x, shelf.position.y, shelf.position.z)\r\n\t\t\t\t\t\t\to3d.rotation.set(shelf.rotation.x, shelf.rotation.y, shelf.rotation.z)\r\n\r\n\t\t\t\t\t\t} else {\r\n\t\t\t\t\t\t\to3d.rotation.set(0, - Math.PI / 2, 0)\r\n\t\t\t\t\t\t\to3d.position.set(2.7, -1, 0)\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tthis.scene_.add(o3d)\r\n\r\n\t\t\t\t\t\to3d.name = 'shelf__'\r\n\t\t\t\t\t\tthis.mesh_shelf__ = o3d\r\n\r\n\t\t\t\t\t\t// .$model__ = o3d\r\n\t\t\t\t\t\tshelf.get_model__ = () => {\r\n\t\t\t\t\t\t\treturn o3d\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\t// dump_o3d(o3d)\r\n\t\t\t\t\t\t// can-2, box-2, pillow-2\r\n\r\n\t\t\t\t\t\t// create_sample_balls(balls => {\r\n\t\t\t\t\t\t// \tballs.position.set(2, -.25, 0)\r\n\t\t\t\t\t\t// \tthis.scene_.add(balls)\r\n\t\t\t\t\t\t// })\r\n\r\n\t\t\t\t\t\t// create_env_ball(ball => {\r\n\t\t\t\t\t\t// \tball.position.set(2, -.25, 0)\r\n\t\t\t\t\t\t// \tthis.scene_.add(ball)\r\n\t\t\t\t\t\t// })\r\n\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t})\r\n\r\n\t\t} else {\r\n\t\t\t// TODO 新建\r\n\t\t}\r\n\r\n\t\t// if (this.shopData_ && this.shopData_.commodities) {\r\n\r\n\t\t// \tthis.shopData_.commodities.forEach(mod => {\r\n\t\t// \t\tlet mod_url = mod.url\r\n\t\t// \t\tarr.push({\r\n\t\t// \t\t\tfunc: 'setupModelGltf', param: {\r\n\t\t// \t\t\t\tpath: mod_url.substr(0, mod_url.lastIndexOf('/')),\r\n\t\t// \t\t\t\tname: mod_url.substr(mod_url.lastIndexOf('/')),\r\n\t\t// \t\t\t\tonAfter: o3d => {\r\n\t\t// \t\t\t\t\to3d.traverse(c => {\r\n\t\t// \t\t\t\t\t\tif (c.isMesh) {\r\n\t\t// \t\t\t\t\t\t\tc.material.envMapIntensity = this.shopData_.panorama.multiply\r\n\t\t// \t\t\t\t\t\t\tc.material.side = FrontSide\r\n\t\t// \t\t\t\t\t\t}\r\n\t\t// \t\t\t\t\t})\r\n\t\t// \t\t\t\t\tif (!o3d.isMesh && o3d.children.length == 1) {\r\n\t\t// \t\t\t\t\t\t// 单个mesh, 需要导出时apply transform\r\n\t\t// \t\t\t\t\t\tmod.get_model__ = () => {\r\n\t\t// \t\t\t\t\t\t\treturn o3d.children[0]\r\n\t\t// \t\t\t\t\t\t}\r\n\t\t// \t\t\t\t\t} else {\r\n\t\t// \t\t\t\t\t\tmod.get_model__ = () => {\r\n\t\t// \t\t\t\t\t\t\treturn o3d\r\n\t\t// \t\t\t\t\t\t}\r\n\t\t// \t\t\t\t\t}\r\n\t\t// \t\t\t\t},\r\n\t\t// \t\t\t},\r\n\t\t// \t\t})\r\n\t\t// \t})\r\n\r\n\t\t// } else {\r\n\t\t// \t// TODO 新建\r\n\t\t// }\r\n\r\n\t\tif (this.use_grid__) {\r\n\r\n\t\t\tlet grid = new three__WEBPACK_IMPORTED_MODULE_8__.GridHelper(4, 8)\r\n\t\t\t// grid.position.set(0, -5, 0)\r\n\t\t\tgrid.position.set(0, -1, 0)\r\n\t\t\tthis.scene_.add(grid)\r\n\r\n\t\t\t// let box = new Mesh(\r\n\t\t\t// \tnew BoxBufferGeometry(1.5, 1.5, .5),\r\n\t\t\t// \tnew MeshStandardMaterial({\r\n\t\t\t// \t\twireframe: true,\r\n\t\t\t// \t})\r\n\t\t\t// )\r\n\t\t\t// box.rotation.set(0, Math.PI / 2, 0)\r\n\t\t\t// box.position.set(2.25, -.25, 0)\r\n\t\t\t// this.scene_.add(box)\r\n\r\n\t\t}\r\n\r\n\t\t// cart plane !\r\n\r\n\r\n\t\treturn arr\r\n\t}\r\n\r\n\tget_panorama_url_(panorama) {\r\n\t\tif (this.isViewer__) {\r\n\t\t\treturn _common_util__WEBPACK_IMPORTED_MODULE_7__.isMobile ? panorama.urlSmall : panorama.url\r\n\t\t} else {\r\n\t\t\treturn panorama.urlSmall // 編輯器頻繁dispose,減少開銷\r\n\t\t}\r\n\t}\r\n\r\n\tdispose() {\r\n\t\tsuper.dispose()\r\n\t\tconsole.log('viewer dispose!')\r\n\t}\r\n\r\n}\r\n\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/viewer/ShelvesBaseViewer.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/viewer/SurveyViewer.js":
+/*!****************************************************!*\
+ !*** ./src/crossyo/shelves/viewer/SurveyViewer.js ***!
+ \****************************************************/
+/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"SurveyViewer\": () => (/* binding */ SurveyViewer)\n/* harmony export */ });\n/* harmony import */ var _ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./ShelvesBaseViewer */ \"./src/crossyo/shelves/viewer/ShelvesBaseViewer.js\");\n/* harmony import */ var _common_SurveyShelve__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../common/SurveyShelve */ \"./src/crossyo/shelves/common/SurveyShelve.js\");\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! three/examples/jsm/controls/OrbitControls */ \"./node_modules/three/examples/jsm/controls/OrbitControls.js\");\n/* harmony import */ var kutsi_shelves_controls_FreeLookControls__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! kutsi-shelves/controls/FreeLookControls */ \"./src-kutsi-shelves/crossyo/kutsi/controls/FreeLookControls.js\");\n/* harmony import */ var gsap__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! gsap */ \"./node_modules/gsap/index.js\");\n/* harmony import */ var _BehaviorQueue__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./BehaviorQueue */ \"./src/crossyo/shelves/viewer/BehaviorQueue.js\");\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n// const AUTO_ROTATION = true\r\nconst AUTO_ROTATION = false // manually rotation\r\n\r\nclass ManuallyRotationControls {\r\n\r\n constructor({ scene, domElement, focusTarget, behavior }) {\r\n this.scene_ = scene\r\n let fake_cam = new three__WEBPACK_IMPORTED_MODULE_5__.PerspectiveCamera()\r\n this.fake_cam_ = fake_cam\r\n this.behavior_ = behavior\r\n\r\n // USE HELPER!\r\n // this.helper_ = new CameraHelper(fake_cam)\r\n\r\n this.scene_.add(this.helper_)\r\n this.controls_ = new three_examples_jsm_controls_OrbitControls__WEBPACK_IMPORTED_MODULE_2__.OrbitControls(fake_cam, domElement)\r\n // this.controls_.autoRotate = true\r\n this.controls_.enableDamping = true\r\n this.controls_.enablePan = false\r\n // this.controls_.noPan = true // Trackball\r\n\r\n this.controls_.minPolarAngle = Math.PI / 6\r\n this.controls_.maxPolarAngle = Math.PI * 5 / 6\r\n\r\n this.controls_.minDistance = .1\r\n this.controls_.maxDistance = .4\r\n\r\n this.focusTarget_ = focusTarget\r\n\r\n let tgt = this.focusTarget_.position.clone()\r\n this.controls_.target = tgt\r\n fake_cam.position.copy(new three__WEBPACK_IMPORTED_MODULE_5__.Vector3(0, 0, -.2).add(tgt))\r\n\r\n }\r\n\r\n update(delta) {\r\n this.controls_.update(delta)\r\n let p1 = this.fake_cam_.position\r\n let p0 = this.controls_.target\r\n\r\n let dz = p1.z - p0.z\r\n let dx = p1.x - p0.x\r\n\r\n let xz = Math.sqrt(dz * dz + dx * dx)\r\n\r\n let dist = new three__WEBPACK_IMPORTED_MODULE_5__.Vector3().subVectors(p1, p0).lengthSq()\r\n // console.log(dist) .0\r\n\r\n // .04 1\r\n // .1 \r\n\r\n let s = 1 / Math.sqrt(Math.max(.01, Math.min(dist, .16)) / .04)\r\n\r\n // this.focusTarget_.rotation.set(0, Math.PI / 2 + Math.atan2(dz, dx), Math.atan2(p1.y - p0.y, xz), 'XYZ')\r\n let rz = Math.PI / 2 + Math.atan2(dz, dx) // 左右\r\n let ry = Math.atan2(p1.y - p0.y, xz) // 上下\r\n this.focusTarget_.rotation.set(0, rz, ry, 'XZY')\r\n this.focusTarget_.scale.set(s, s, s)\r\n\r\n let srz = Math.round(rz * 100) / 100\r\n let sry = Math.round(ry * 100) / 100\r\n\r\n this.behavior_.idle_controls_update_(srz, sry, delta)\r\n\r\n }\r\n\r\n reset() {\r\n this.focusTarget_.rotation.set(0, 0, 0, 'XYZ')\r\n this.focusTarget_.scale.set(1, 1, 1)\r\n }\r\n\r\n dispose() {\r\n this.reset()\r\n if (this.helper_) {\r\n this.scene_.remove(this.helper_)\r\n }\r\n this.controls_.dispose()\r\n }\r\n\r\n}\r\n\r\nclass SurveyViewer extends _ShelvesBaseViewer__WEBPACK_IMPORTED_MODULE_0__.ShelvesBaseViewer {\r\n\r\n constructor(opts) {\r\n super(opts)\r\n }\r\n\r\n endLoadSpecs() {\r\n // super.endLoadSpecs()\r\n // local controller!\r\n\r\n // console.log(this.opts_.shopData.shelf)\r\n this.behavior_ = new _BehaviorQueue__WEBPACK_IMPORTED_MODULE_4__.BehaviorQueue({\r\n viewer: this,\r\n surveyId: this.opts_.surveyId,\r\n shelfId: this.opts_.shopData.shelf.id, // #20221021 之后补充,之前数据没有shelf.id\r\n })\r\n\r\n this.shelve_ = new _common_SurveyShelve__WEBPACK_IMPORTED_MODULE_1__.SurveyShelve(this)\r\n // console.log('MESH SHELF', this.mesh_shelf__)\r\n if (this.shopData_.shelf.hideWhenSurvey) {\r\n // console.log(this.shopData_.shelf)\r\n this.mesh_shelf__.children.filter(c => c.isMesh).forEach(c => c.visible = false)\r\n }\r\n\r\n this.world_space_ = new three__WEBPACK_IMPORTED_MODULE_5__.Object3D()\r\n this.scene_.add(this.world_space_)\r\n\r\n this.hold_ = null\r\n this.hold_null_cd_ = 0 // TEMP\r\n this.cart_ = null\r\n this.picker_.on('downUpPick', e => {\r\n // console.log('downUpPick', e)\r\n\r\n if (this.opt_keepHold__) {\r\n return\r\n }\r\n\r\n this.to_hold_(e)\r\n\r\n })\r\n\r\n this.emit('loadingCompletion')\r\n\r\n }\r\n\r\n to_hold_(e) {\r\n\r\n if (this.hold_null_cd_ > 0) return // TEMP\r\n if (this.hold_ == null) {\r\n if (e.int0) {\r\n // e.int0.object -> Mesh\r\n let m0 = e.int0.object\r\n let m = m0.hit_.targetObject__ // v3.3 #20220730\r\n // console.log(m0, m)\r\n if (m) {\r\n // back_to_shelf_()\r\n\r\n this.controls_.enabled = false\r\n\r\n let mParent = m.parent\r\n this.hold_ = {\r\n // o3d: m,\r\n get_parent_cell() {\r\n return mParent\r\n },\r\n get_o3d() {\r\n return m\r\n },\r\n // position: m.position.clone(),\r\n localPosition: m.position.clone(),\r\n localRotationY: m.rotation.y,\r\n data: m0.hit_,\r\n init_time_: -1, // for rot!\r\n }\r\n\r\n // console.log(this.hold_.get_o3d())\r\n\r\n // m.position.set(.35, 0, 0)\r\n // fly to\r\n\r\n // zoomFov t\t sx\t\tdy\r\n // 1 \t\t0\t 1\t\t0\r\n // .5\t\t1\t 1.5\t\t-0.15\r\n\r\n let t = 2 - this.camera_.zoomFov * 2\r\n\r\n let sx = three__WEBPACK_IMPORTED_MODULE_5__.MathUtils.lerp(1, 1.5, t)\r\n // let dy = MathUtils.lerp(0, -.015, t)\r\n\r\n // let dy = -.1\r\n let dy = -.05 // 视点居中\r\n\r\n // console.log('zoomFov', this.camera_.zoomFov, t, sx, dy)\r\n\r\n this.world_space_.scale.set(1, 1, 1)\r\n this.world_space_.rotation.set(0, 0, 0, 'XYZ')\r\n this.world_space_.position.set(.35 * sx, dy, 0) // #20220930, 设为hold中心一致\r\n this.world_space_.attach(m)\r\n\r\n gsap__WEBPACK_IMPORTED_MODULE_6__[\"default\"].to(m.position, {\r\n // x: .35 * sx,\r\n // y: dy,\r\n // z: 0,\r\n\r\n x: 0,\r\n y: - .1, // TODO 物体高度的一半\r\n z: 0,\r\n\r\n duration: .4,\r\n onComplete: () => {\r\n // console.log('## hold', this.hold_)\r\n this.behavior_.push({\r\n action: _BehaviorQueue__WEBPACK_IMPORTED_MODULE_4__.BehaviorAction.HOLD,\r\n wareId: this.hold_.data.surveyWare.id,\r\n })\r\n\r\n if (AUTO_ROTATION) {\r\n\r\n } else {\r\n\r\n // const USE_FREELOOK = true\r\n const USE_FREELOOK = false\r\n if (USE_FREELOOK) {\r\n\r\n this.hold_controls_ = new kutsi_shelves_controls_FreeLookControls__WEBPACK_IMPORTED_MODULE_3__[\"default\"](this.hold_.get_o3d(), this.renderer_.domElement, {\r\n lookDirection: -1,\r\n lookSpeed: 2,\r\n })\r\n this.hold_controls_.target = new three__WEBPACK_IMPORTED_MODULE_5__.Vector3(1, 0, 0).add(this.hold_.get_o3d().position)\r\n\r\n } else {\r\n\r\n this.hold_controls_ = new ManuallyRotationControls({\r\n scene: this.scene_,\r\n domElement: this.renderer_.domElement,\r\n focusTarget: this.world_space_,\r\n behavior: this.behavior_,\r\n })\r\n\r\n }\r\n\r\n }\r\n\r\n }\r\n })\r\n //\r\n\r\n this.emit('hold', this.hold_)\r\n this.hold_null_cd_ = .5 // TEMP\r\n }\r\n }\r\n\r\n } else { // 有 hold\r\n let hold_to_shelf = false\r\n if (e.int0) {// 点中,但不是自己\r\n // e.int0.object -> Mesh\r\n let m0 = e.int0.object\r\n let m = m0.hit_.targetObject__ // v3.3 #20220730\r\n if (this.hold_.get_o3d() != m) {\r\n hold_to_shelf = true\r\n }\r\n } else {\r\n // 没有点中\r\n hold_to_shelf = true\r\n }\r\n\r\n if (hold_to_shelf) {\r\n this.emit('from_scene_hold_to_shelf')\r\n }\r\n\r\n }\r\n\r\n }\r\n\r\n before_update_(time, delta) {\r\n // super.before_update_(time, delta)\r\n if (AUTO_ROTATION) {\r\n if (this.hold_) {\r\n if (this.hold_.init_time_ == -1) {\r\n this.hold_.init_time_ = time\r\n }\r\n this.hold_.get_o3d().rotation.set(0, time - this.hold_.init_time_ - Math.PI / 2, 0)\r\n }\r\n\r\n\r\n } else {\r\n\r\n if (this.hold_controls_) {\r\n this.hold_controls_.update(delta)\r\n }\r\n\r\n }\r\n\r\n if (this.hold_null_cd_ > 0) {\r\n this.hold_null_cd_ -= delta\r\n // console.log(this.hold_null_cd_)\r\n }\r\n }\r\n\r\n set elCart(el) {\r\n // console.log('## set elCart', el)\r\n this.el_cart_ = el\r\n }\r\n\r\n calc_cart_target_() {\r\n // console.log('## calc_cart_target_', this.el_cart_, this.cart_plane_)\r\n if (this.el_cart_ && this.cart_plane_) {\r\n\r\n let rect0 = this.renderer_.domElement.getBoundingClientRect()\r\n let rect1 = this.el_cart_.getBoundingClientRect()\r\n\r\n // console.log('update_cart_target_',\r\n // \t// this.el_cart_.getClientRects(),\r\n // \trect0,\r\n // \trect1,\r\n // \tthis.cart_plane_)\r\n\r\n let wpos = new three__WEBPACK_IMPORTED_MODULE_5__.Vector2(\r\n rect1.x + rect1.width / 2 - rect0.x,\r\n rect1.y + rect1.height / 2 - rect0.y\r\n )\r\n\r\n let vpos = new three__WEBPACK_IMPORTED_MODULE_5__.Vector2(\r\n (wpos.x / rect0.width) * 2 - 1,\r\n -(wpos.y / rect0.height) * 2 + 1\r\n )\r\n\r\n // console.log(wpos, vpos)\r\n\r\n let rc = new three__WEBPACK_IMPORTED_MODULE_5__.Raycaster()\r\n rc.setFromCamera(vpos, this.camera_)\r\n return rc.ray.intersectPlane(this.cart_plane_, new three__WEBPACK_IMPORTED_MODULE_5__.Vector3())\r\n\r\n }\r\n\r\n return new three__WEBPACK_IMPORTED_MODULE_5__.Vector3(2, -.55, 1.55) // fall back\r\n }\r\n\r\n // 布置货架内容\r\n arrange(page) {\r\n // console.log(this.shelve_, page)\r\n\r\n this.cart_ = null\r\n if (this.hold_) {// #20220611, 清除前一次可能的hold\r\n let o3d = this.hold_.get_o3d()\r\n o3d.removeFromParent()\r\n }\r\n this.hold_release_()\r\n\r\n return this.shelve_.arrange(page)\r\n }\r\n\r\n action(actionName) {\r\n // console.log('## viewer action', actionName)\r\n if (actionName == 'hold_to_shelf') { // 由按钮激活,改为由场景来操作\r\n if (this.hold_) {\r\n\r\n // this.hold_.o3d.rotation.set(0, - Math.PI / 2, 0)\r\n // this.hold_.o3d.position.copy(this.hold_.position)\r\n\r\n // world to local\r\n let o3d = this.hold_.get_o3d()\r\n\r\n if (this.hold_controls_) {\r\n this.hold_controls_.reset()\r\n }\r\n this.hold_.get_parent_cell().attach(o3d)\r\n\r\n o3d.rotation.set(0, this.hold_.localRotationY, 0)\r\n o3d.position.copy(this.hold_.localPosition)\r\n\r\n this.behavior_.push({\r\n action: _BehaviorQueue__WEBPACK_IMPORTED_MODULE_4__.BehaviorAction.PUT_BACK,\r\n wareId: this.hold_.data.surveyWare.id,\r\n })\r\n\r\n // this.hold_ = null\r\n this.hold_release_()\r\n }\r\n\r\n } else if (actionName == 'hold_to_cart') {\r\n if (this.hold_) {\r\n\r\n if (this.cart_) { // prev\r\n // this.cart_.o3d.rotation.set(0, - Math.PI / 2, 0)\r\n // this.cart_.o3d.position.copy(this.cart_.position)\r\n\r\n // world to local\r\n let o3d = this.cart_.get_o3d()\r\n\r\n if (this.hold_controls_) {\r\n this.hold_controls_.reset()\r\n }\r\n this.cart_.get_parent_cell().attach(o3d)\r\n\r\n o3d.rotation.set(0, this.cart_.localRotationY, 0)\r\n o3d.position.copy(this.cart_.localPosition)\r\n\r\n }\r\n\r\n {\r\n this.cart_ = this.hold_\r\n }\r\n\r\n let tgt = this.calc_cart_target_()\r\n gsap__WEBPACK_IMPORTED_MODULE_6__[\"default\"].to(this.cart_.get_o3d().position, {\r\n x: tgt.x,\r\n y: tgt.y,\r\n z: tgt.z,\r\n duration: .4,\r\n onComplete: () => {\r\n\r\n // this.cart_.o3d.position.set(2, -1, 0) // for debug\r\n this.cart_.get_o3d().position.set(2 - 100, -1 - 100, - 100)\r\n\r\n }\r\n })\r\n\r\n\r\n this.behavior_.push({\r\n action: _BehaviorQueue__WEBPACK_IMPORTED_MODULE_4__.BehaviorAction.PUT_CART,\r\n wareId: this.hold_.data.surveyWare.id,\r\n })\r\n\r\n // this.hold_ = null\r\n this.hold_release_()\r\n\r\n }\r\n\r\n } else if (actionName == 'try_cart_to_shelf') {\r\n if (this.cart_) {\r\n // this.cart_.o3d.rotation.set(0, - Math.PI / 2, 0)\r\n // this.cart_.o3d.position.copy(this.cart_.position)\r\n\r\n // world to local\r\n let o3d = this.cart_.get_o3d()\r\n\r\n this.cart_.get_parent_cell().attach(o3d)\r\n\r\n o3d.rotation.set(0, this.cart_.localRotationY, 0)\r\n o3d.position.copy(this.cart_.localPosition)\r\n\r\n this.cart_ = null\r\n }\r\n }\r\n\r\n }\r\n\r\n hold_release_() {\r\n if (this.hold_controls_) {\r\n this.hold_controls_.dispose()\r\n this.hold_controls_ = null\r\n }\r\n if (this.hold_) {\r\n this.hold_ = null\r\n }\r\n this.controls_.enabled = true\r\n }\r\n\r\n dispose() {\r\n super.dispose()\r\n }\r\n\r\n // #20221018, hold\r\n hold({ wareId, keepHold = false }) {\r\n // console.log('hold..', wareId, keepHold)\r\n if (wareId) {\r\n\r\n let arr = this.picker_.hits_.arr\r\n let f_mesh = null\r\n for (let i in arr) {\r\n let mesh = arr[i]\r\n if (mesh.hit_.surveyWare.id == wareId) {\r\n f_mesh = mesh\r\n break\r\n }\r\n }\r\n // console.log(wareId, arr.length, f_mesh)\r\n if (f_mesh) {\r\n this.to_hold_({\r\n int0: {\r\n object: f_mesh\r\n }\r\n })\r\n }\r\n\r\n }\r\n\r\n this.opt_keepHold__ = keepHold\r\n }\r\n\r\n\r\n\r\n}\r\n\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/viewer/SurveyViewer.js?");
+
+/***/ }),
+
+/***/ "./src/crossyo/shelves/assets/white-256.png":
+/*!**************************************************!*\
+ !*** ./src/crossyo/shelves/assets/white-256.png ***!
+ \**************************************************/
+/***/ ((module) => {
+
+"use strict";
+eval("module.exports = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAACACAIAAABr1yBdAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAyFpVFh0WE1MOmNvbS5hZG9iZS54bXAAAAAAADw/eHBhY2tldCBiZWdpbj0i77u/IiBpZD0iVzVNME1wQ2VoaUh6cmVTek5UY3prYzlkIj8+IDx4OnhtcG1ldGEgeG1sbnM6eD0iYWRvYmU6bnM6bWV0YS8iIHg6eG1wdGs9IkFkb2JlIFhNUCBDb3JlIDUuNS1jMDE0IDc5LjE1MTQ4MSwgMjAxMy8wMy8xMy0xMjowOToxNSAgICAgICAgIj4gPHJkZjpSREYgeG1sbnM6cmRmPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5LzAyLzIyLXJkZi1zeW50YXgtbnMjIj4gPHJkZjpEZXNjcmlwdGlvbiByZGY6YWJvdXQ9IiIgeG1sbnM6eG1wPSJodHRwOi8vbnMuYWRvYmUuY29tL3hhcC8xLjAvIiB4bWxuczp4bXBNTT0iaHR0cDovL25zLmFkb2JlLmNvbS94YXAvMS4wL21tLyIgeG1sbnM6c3RSZWY9Imh0dHA6Ly9ucy5hZG9iZS5jb20veGFwLzEuMC9zVHlwZS9SZXNvdXJjZVJlZiMiIHhtcDpDcmVhdG9yVG9vbD0iQWRvYmUgUGhvdG9zaG9wIENDIChXaW5kb3dzKSIgeG1wTU06SW5zdGFuY2VJRD0ieG1wLmlpZDozOTAxODUyNjk2RjUxMUVDOTVGM0NBNTY1MEVBQzMzMCIgeG1wTU06RG9jdW1lbnRJRD0ieG1wLmRpZDozOTAxODUyNzk2RjUxMUVDOTVGM0NBNTY1MEVBQzMzMCI+IDx4bXBNTTpEZXJpdmVkRnJvbSBzdFJlZjppbnN0YW5jZUlEPSJ4bXAuaWlkOjM5MDE4NTI0OTZGNTExRUM5NUYzQ0E1NjUwRUFDMzMwIiBzdFJlZjpkb2N1bWVudElEPSJ4bXAuZGlkOjM5MDE4NTI1OTZGNTExRUM5NUYzQ0E1NjUwRUFDMzMwIi8+IDwvcmRmOkRlc2NyaXB0aW9uPiA8L3JkZjpSREY+IDwveDp4bXBtZXRhPiA8P3hwYWNrZXQgZW5kPSJyIj8+CX/8YQAAAP5JREFUeNrs0wENAAAIAyDfP/St4SZ0IG0HvooACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAIIAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAKAACAACAACgAAgAAgAAoAAIAAIAAKAACAACAACgAAgAAgAAoAAIADcsQIMAH/yfxBljjPYAAAAAElFTkSuQmCC\";\n\n//# sourceURL=webpack://shelves/./src/crossyo/shelves/assets/white-256.png?");
+
+/***/ }),
+
+/***/ "./node_modules/three/build/three.module.js":
+/*!**************************************************!*\
+ !*** ./node_modules/three/build/three.module.js ***!
+ \**************************************************/
+/***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => {
+
+"use strict";
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ACESFilmicToneMapping\": () => (/* binding */ ACESFilmicToneMapping),\n/* harmony export */ \"AddEquation\": () => (/* binding */ AddEquation),\n/* harmony export */ \"AddOperation\": () => (/* binding */ AddOperation),\n/* harmony export */ \"AdditiveAnimationBlendMode\": () => (/* binding */ AdditiveAnimationBlendMode),\n/* harmony export */ \"AdditiveBlending\": () => (/* binding */ AdditiveBlending),\n/* harmony export */ \"AlphaFormat\": () => (/* binding */ AlphaFormat),\n/* harmony export */ \"AlwaysDepth\": () => (/* binding */ AlwaysDepth),\n/* harmony export */ \"AlwaysStencilFunc\": () => (/* binding */ AlwaysStencilFunc),\n/* harmony export */ \"AmbientLight\": () => (/* binding */ AmbientLight),\n/* harmony export */ \"AmbientLightProbe\": () => (/* binding */ AmbientLightProbe),\n/* harmony export */ \"AnimationClip\": () => (/* binding */ AnimationClip),\n/* harmony export */ \"AnimationLoader\": () => (/* binding */ AnimationLoader),\n/* harmony export */ \"AnimationMixer\": () => (/* binding */ AnimationMixer),\n/* harmony export */ \"AnimationObjectGroup\": () => (/* binding */ AnimationObjectGroup),\n/* harmony export */ \"AnimationUtils\": () => (/* binding */ AnimationUtils),\n/* harmony export */ \"ArcCurve\": () => (/* binding */ ArcCurve),\n/* harmony export */ \"ArrayCamera\": () => (/* binding */ ArrayCamera),\n/* harmony export */ \"ArrowHelper\": () => (/* binding */ ArrowHelper),\n/* harmony export */ \"Audio\": () => (/* binding */ Audio),\n/* harmony export */ \"AudioAnalyser\": () => (/* binding */ AudioAnalyser),\n/* harmony export */ \"AudioContext\": () => (/* binding */ AudioContext),\n/* harmony export */ \"AudioListener\": () => (/* binding */ AudioListener),\n/* harmony export */ \"AudioLoader\": () => (/* binding */ AudioLoader),\n/* harmony export */ \"AxesHelper\": () => (/* binding */ AxesHelper),\n/* harmony export */ \"AxisHelper\": () => (/* binding */ AxisHelper),\n/* harmony export */ \"BackSide\": () => (/* binding */ BackSide),\n/* harmony export */ \"BasicDepthPacking\": () => (/* binding */ BasicDepthPacking),\n/* harmony export */ \"BasicShadowMap\": () => (/* binding */ BasicShadowMap),\n/* harmony export */ \"BinaryTextureLoader\": () => (/* binding */ BinaryTextureLoader),\n/* harmony export */ \"Bone\": () => (/* binding */ Bone),\n/* harmony export */ \"BooleanKeyframeTrack\": () => (/* binding */ BooleanKeyframeTrack),\n/* harmony export */ \"BoundingBoxHelper\": () => (/* binding */ BoundingBoxHelper),\n/* harmony export */ \"Box2\": () => (/* binding */ Box2),\n/* harmony export */ \"Box3\": () => (/* binding */ Box3),\n/* harmony export */ \"Box3Helper\": () => (/* binding */ Box3Helper),\n/* harmony export */ \"BoxBufferGeometry\": () => (/* binding */ BoxGeometry),\n/* harmony export */ \"BoxGeometry\": () => (/* binding */ BoxGeometry),\n/* harmony export */ \"BoxHelper\": () => (/* binding */ BoxHelper),\n/* harmony export */ \"BufferAttribute\": () => (/* binding */ BufferAttribute),\n/* harmony export */ \"BufferGeometry\": () => (/* binding */ BufferGeometry),\n/* harmony export */ \"BufferGeometryLoader\": () => (/* binding */ BufferGeometryLoader),\n/* harmony export */ \"ByteType\": () => (/* binding */ ByteType),\n/* harmony export */ \"Cache\": () => (/* binding */ Cache),\n/* harmony export */ \"Camera\": () => (/* binding */ Camera),\n/* harmony export */ \"CameraHelper\": () => (/* binding */ CameraHelper),\n/* harmony export */ \"CanvasRenderer\": () => (/* binding */ CanvasRenderer),\n/* harmony export */ \"CanvasTexture\": () => (/* binding */ CanvasTexture),\n/* harmony export */ \"CapsuleBufferGeometry\": () => (/* binding */ CapsuleGeometry),\n/* harmony export */ \"CapsuleGeometry\": () => (/* binding */ CapsuleGeometry),\n/* harmony export */ \"CatmullRomCurve3\": () => (/* binding */ CatmullRomCurve3),\n/* harmony export */ \"CineonToneMapping\": () => (/* binding */ CineonToneMapping),\n/* harmony export */ \"CircleBufferGeometry\": () => (/* binding */ CircleGeometry),\n/* harmony export */ \"CircleGeometry\": () => (/* binding */ CircleGeometry),\n/* harmony export */ \"ClampToEdgeWrapping\": () => (/* binding */ ClampToEdgeWrapping),\n/* harmony export */ \"Clock\": () => (/* binding */ Clock),\n/* harmony export */ \"Color\": () => (/* binding */ Color),\n/* harmony export */ \"ColorKeyframeTrack\": () => (/* binding */ ColorKeyframeTrack),\n/* harmony export */ \"ColorManagement\": () => (/* binding */ ColorManagement),\n/* harmony export */ \"CompressedTexture\": () => (/* binding */ CompressedTexture),\n/* harmony export */ \"CompressedTextureLoader\": () => (/* binding */ CompressedTextureLoader),\n/* harmony export */ \"ConeBufferGeometry\": () => (/* binding */ ConeGeometry),\n/* harmony export */ \"ConeGeometry\": () => (/* binding */ ConeGeometry),\n/* harmony export */ \"CubeCamera\": () => (/* binding */ CubeCamera),\n/* harmony export */ \"CubeReflectionMapping\": () => (/* binding */ CubeReflectionMapping),\n/* harmony export */ \"CubeRefractionMapping\": () => (/* binding */ CubeRefractionMapping),\n/* harmony export */ \"CubeTexture\": () => (/* binding */ CubeTexture),\n/* harmony export */ \"CubeTextureLoader\": () => (/* binding */ CubeTextureLoader),\n/* harmony export */ \"CubeUVReflectionMapping\": () => (/* binding */ CubeUVReflectionMapping),\n/* harmony export */ \"CubicBezierCurve\": () => (/* binding */ CubicBezierCurve),\n/* harmony export */ \"CubicBezierCurve3\": () => (/* binding */ CubicBezierCurve3),\n/* harmony export */ \"CubicInterpolant\": () => (/* binding */ CubicInterpolant),\n/* harmony export */ \"CullFaceBack\": () => (/* binding */ CullFaceBack),\n/* harmony export */ \"CullFaceFront\": () => (/* binding */ CullFaceFront),\n/* harmony export */ \"CullFaceFrontBack\": () => (/* binding */ CullFaceFrontBack),\n/* harmony export */ \"CullFaceNone\": () => (/* binding */ CullFaceNone),\n/* harmony export */ \"Curve\": () => (/* binding */ Curve),\n/* harmony export */ \"CurvePath\": () => (/* binding */ CurvePath),\n/* harmony export */ \"CustomBlending\": () => (/* binding */ CustomBlending),\n/* harmony export */ \"CustomToneMapping\": () => (/* binding */ CustomToneMapping),\n/* harmony export */ \"CylinderBufferGeometry\": () => (/* binding */ CylinderGeometry),\n/* harmony export */ \"CylinderGeometry\": () => (/* binding */ CylinderGeometry),\n/* harmony export */ \"Cylindrical\": () => (/* binding */ Cylindrical),\n/* harmony export */ \"Data3DTexture\": () => (/* binding */ Data3DTexture),\n/* harmony export */ \"DataArrayTexture\": () => (/* binding */ DataArrayTexture),\n/* harmony export */ \"DataTexture\": () => (/* binding */ DataTexture),\n/* harmony export */ \"DataTexture2DArray\": () => (/* binding */ DataTexture2DArray),\n/* harmony export */ \"DataTexture3D\": () => (/* binding */ DataTexture3D),\n/* harmony export */ \"DataTextureLoader\": () => (/* binding */ DataTextureLoader),\n/* harmony export */ \"DataUtils\": () => (/* binding */ DataUtils),\n/* harmony export */ \"DecrementStencilOp\": () => (/* binding */ DecrementStencilOp),\n/* harmony export */ \"DecrementWrapStencilOp\": () => (/* binding */ DecrementWrapStencilOp),\n/* harmony export */ \"DefaultLoadingManager\": () => (/* binding */ DefaultLoadingManager),\n/* harmony export */ \"DepthFormat\": () => (/* binding */ DepthFormat),\n/* harmony export */ \"DepthStencilFormat\": () => (/* binding */ DepthStencilFormat),\n/* harmony export */ \"DepthTexture\": () => (/* binding */ DepthTexture),\n/* harmony export */ \"DirectionalLight\": () => (/* binding */ DirectionalLight),\n/* harmony export */ \"DirectionalLightHelper\": () => (/* binding */ DirectionalLightHelper),\n/* harmony export */ \"DiscreteInterpolant\": () => (/* binding */ DiscreteInterpolant),\n/* harmony export */ \"DodecahedronBufferGeometry\": () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ \"DodecahedronGeometry\": () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ \"DoubleSide\": () => (/* binding */ DoubleSide),\n/* harmony export */ \"DstAlphaFactor\": () => (/* binding */ DstAlphaFactor),\n/* harmony export */ \"DstColorFactor\": () => (/* binding */ DstColorFactor),\n/* harmony export */ \"DynamicBufferAttribute\": () => (/* binding */ DynamicBufferAttribute),\n/* harmony export */ \"DynamicCopyUsage\": () => (/* binding */ DynamicCopyUsage),\n/* harmony export */ \"DynamicDrawUsage\": () => (/* binding */ DynamicDrawUsage),\n/* harmony export */ \"DynamicReadUsage\": () => (/* binding */ DynamicReadUsage),\n/* harmony export */ \"EdgesGeometry\": () => (/* binding */ EdgesGeometry),\n/* harmony export */ \"EdgesHelper\": () => (/* binding */ EdgesHelper),\n/* harmony export */ \"EllipseCurve\": () => (/* binding */ EllipseCurve),\n/* harmony export */ \"EqualDepth\": () => (/* binding */ EqualDepth),\n/* harmony export */ \"EqualStencilFunc\": () => (/* binding */ EqualStencilFunc),\n/* harmony export */ \"EquirectangularReflectionMapping\": () => (/* binding */ EquirectangularReflectionMapping),\n/* harmony export */ \"EquirectangularRefractionMapping\": () => (/* binding */ EquirectangularRefractionMapping),\n/* harmony export */ \"Euler\": () => (/* binding */ Euler),\n/* harmony export */ \"EventDispatcher\": () => (/* binding */ EventDispatcher),\n/* harmony export */ \"ExtrudeBufferGeometry\": () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ \"ExtrudeGeometry\": () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ \"FaceColors\": () => (/* binding */ FaceColors),\n/* harmony export */ \"FileLoader\": () => (/* binding */ FileLoader),\n/* harmony export */ \"FlatShading\": () => (/* binding */ FlatShading),\n/* harmony export */ \"Float16BufferAttribute\": () => (/* binding */ Float16BufferAttribute),\n/* harmony export */ \"Float32Attribute\": () => (/* binding */ Float32Attribute),\n/* harmony export */ \"Float32BufferAttribute\": () => (/* binding */ Float32BufferAttribute),\n/* harmony export */ \"Float64Attribute\": () => (/* binding */ Float64Attribute),\n/* harmony export */ \"Float64BufferAttribute\": () => (/* binding */ Float64BufferAttribute),\n/* harmony export */ \"FloatType\": () => (/* binding */ FloatType),\n/* harmony export */ \"Fog\": () => (/* binding */ Fog),\n/* harmony export */ \"FogExp2\": () => (/* binding */ FogExp2),\n/* harmony export */ \"Font\": () => (/* binding */ Font),\n/* harmony export */ \"FontLoader\": () => (/* binding */ FontLoader),\n/* harmony export */ \"FramebufferTexture\": () => (/* binding */ FramebufferTexture),\n/* harmony export */ \"FrontSide\": () => (/* binding */ FrontSide),\n/* harmony export */ \"Frustum\": () => (/* binding */ Frustum),\n/* harmony export */ \"GLBufferAttribute\": () => (/* binding */ GLBufferAttribute),\n/* harmony export */ \"GLSL1\": () => (/* binding */ GLSL1),\n/* harmony export */ \"GLSL3\": () => (/* binding */ GLSL3),\n/* harmony export */ \"GreaterDepth\": () => (/* binding */ GreaterDepth),\n/* harmony export */ \"GreaterEqualDepth\": () => (/* binding */ GreaterEqualDepth),\n/* harmony export */ \"GreaterEqualStencilFunc\": () => (/* binding */ GreaterEqualStencilFunc),\n/* harmony export */ \"GreaterStencilFunc\": () => (/* binding */ GreaterStencilFunc),\n/* harmony export */ \"GridHelper\": () => (/* binding */ GridHelper),\n/* harmony export */ \"Group\": () => (/* binding */ Group),\n/* harmony export */ \"HalfFloatType\": () => (/* binding */ HalfFloatType),\n/* harmony export */ \"HemisphereLight\": () => (/* binding */ HemisphereLight),\n/* harmony export */ \"HemisphereLightHelper\": () => (/* binding */ HemisphereLightHelper),\n/* harmony export */ \"HemisphereLightProbe\": () => (/* binding */ HemisphereLightProbe),\n/* harmony export */ \"IcosahedronBufferGeometry\": () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ \"IcosahedronGeometry\": () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ \"ImageBitmapLoader\": () => (/* binding */ ImageBitmapLoader),\n/* harmony export */ \"ImageLoader\": () => (/* binding */ ImageLoader),\n/* harmony export */ \"ImageUtils\": () => (/* binding */ ImageUtils),\n/* harmony export */ \"ImmediateRenderObject\": () => (/* binding */ ImmediateRenderObject),\n/* harmony export */ \"IncrementStencilOp\": () => (/* binding */ IncrementStencilOp),\n/* harmony export */ \"IncrementWrapStencilOp\": () => (/* binding */ IncrementWrapStencilOp),\n/* harmony export */ \"InstancedBufferAttribute\": () => (/* binding */ InstancedBufferAttribute),\n/* harmony export */ \"InstancedBufferGeometry\": () => (/* binding */ InstancedBufferGeometry),\n/* harmony export */ \"InstancedInterleavedBuffer\": () => (/* binding */ InstancedInterleavedBuffer),\n/* harmony export */ \"InstancedMesh\": () => (/* binding */ InstancedMesh),\n/* harmony export */ \"Int16Attribute\": () => (/* binding */ Int16Attribute),\n/* harmony export */ \"Int16BufferAttribute\": () => (/* binding */ Int16BufferAttribute),\n/* harmony export */ \"Int32Attribute\": () => (/* binding */ Int32Attribute),\n/* harmony export */ \"Int32BufferAttribute\": () => (/* binding */ Int32BufferAttribute),\n/* harmony export */ \"Int8Attribute\": () => (/* binding */ Int8Attribute),\n/* harmony export */ \"Int8BufferAttribute\": () => (/* binding */ Int8BufferAttribute),\n/* harmony export */ \"IntType\": () => (/* binding */ IntType),\n/* harmony export */ \"InterleavedBuffer\": () => (/* binding */ InterleavedBuffer),\n/* harmony export */ \"InterleavedBufferAttribute\": () => (/* binding */ InterleavedBufferAttribute),\n/* harmony export */ \"Interpolant\": () => (/* binding */ Interpolant),\n/* harmony export */ \"InterpolateDiscrete\": () => (/* binding */ InterpolateDiscrete),\n/* harmony export */ \"InterpolateLinear\": () => (/* binding */ InterpolateLinear),\n/* harmony export */ \"InterpolateSmooth\": () => (/* binding */ InterpolateSmooth),\n/* harmony export */ \"InvertStencilOp\": () => (/* binding */ InvertStencilOp),\n/* harmony export */ \"JSONLoader\": () => (/* binding */ JSONLoader),\n/* harmony export */ \"KeepStencilOp\": () => (/* binding */ KeepStencilOp),\n/* harmony export */ \"KeyframeTrack\": () => (/* binding */ KeyframeTrack),\n/* harmony export */ \"LOD\": () => (/* binding */ LOD),\n/* harmony export */ \"LatheBufferGeometry\": () => (/* binding */ LatheGeometry),\n/* harmony export */ \"LatheGeometry\": () => (/* binding */ LatheGeometry),\n/* harmony export */ \"Layers\": () => (/* binding */ Layers),\n/* harmony export */ \"LensFlare\": () => (/* binding */ LensFlare),\n/* harmony export */ \"LessDepth\": () => (/* binding */ LessDepth),\n/* harmony export */ \"LessEqualDepth\": () => (/* binding */ LessEqualDepth),\n/* harmony export */ \"LessEqualStencilFunc\": () => (/* binding */ LessEqualStencilFunc),\n/* harmony export */ \"LessStencilFunc\": () => (/* binding */ LessStencilFunc),\n/* harmony export */ \"Light\": () => (/* binding */ Light),\n/* harmony export */ \"LightProbe\": () => (/* binding */ LightProbe),\n/* harmony export */ \"Line\": () => (/* binding */ Line),\n/* harmony export */ \"Line3\": () => (/* binding */ Line3),\n/* harmony export */ \"LineBasicMaterial\": () => (/* binding */ LineBasicMaterial),\n/* harmony export */ \"LineCurve\": () => (/* binding */ LineCurve),\n/* harmony export */ \"LineCurve3\": () => (/* binding */ LineCurve3),\n/* harmony export */ \"LineDashedMaterial\": () => (/* binding */ LineDashedMaterial),\n/* harmony export */ \"LineLoop\": () => (/* binding */ LineLoop),\n/* harmony export */ \"LinePieces\": () => (/* binding */ LinePieces),\n/* harmony export */ \"LineSegments\": () => (/* binding */ LineSegments),\n/* harmony export */ \"LineStrip\": () => (/* binding */ LineStrip),\n/* harmony export */ \"LinearEncoding\": () => (/* binding */ LinearEncoding),\n/* harmony export */ \"LinearFilter\": () => (/* binding */ LinearFilter),\n/* harmony export */ \"LinearInterpolant\": () => (/* binding */ LinearInterpolant),\n/* harmony export */ \"LinearMipMapLinearFilter\": () => (/* binding */ LinearMipMapLinearFilter),\n/* harmony export */ \"LinearMipMapNearestFilter\": () => (/* binding */ LinearMipMapNearestFilter),\n/* harmony export */ \"LinearMipmapLinearFilter\": () => (/* binding */ LinearMipmapLinearFilter),\n/* harmony export */ \"LinearMipmapNearestFilter\": () => (/* binding */ LinearMipmapNearestFilter),\n/* harmony export */ \"LinearSRGBColorSpace\": () => (/* binding */ LinearSRGBColorSpace),\n/* harmony export */ \"LinearToneMapping\": () => (/* binding */ LinearToneMapping),\n/* harmony export */ \"Loader\": () => (/* binding */ Loader),\n/* harmony export */ \"LoaderUtils\": () => (/* binding */ LoaderUtils),\n/* harmony export */ \"LoadingManager\": () => (/* binding */ LoadingManager),\n/* harmony export */ \"LoopOnce\": () => (/* binding */ LoopOnce),\n/* harmony export */ \"LoopPingPong\": () => (/* binding */ LoopPingPong),\n/* harmony export */ \"LoopRepeat\": () => (/* binding */ LoopRepeat),\n/* harmony export */ \"LuminanceAlphaFormat\": () => (/* binding */ LuminanceAlphaFormat),\n/* harmony export */ \"LuminanceFormat\": () => (/* binding */ LuminanceFormat),\n/* harmony export */ \"MOUSE\": () => (/* binding */ MOUSE),\n/* harmony export */ \"Material\": () => (/* binding */ Material),\n/* harmony export */ \"MaterialLoader\": () => (/* binding */ MaterialLoader),\n/* harmony export */ \"Math\": () => (/* binding */ MathUtils),\n/* harmony export */ \"MathUtils\": () => (/* binding */ MathUtils),\n/* harmony export */ \"Matrix3\": () => (/* binding */ Matrix3),\n/* harmony export */ \"Matrix4\": () => (/* binding */ Matrix4),\n/* harmony export */ \"MaxEquation\": () => (/* binding */ MaxEquation),\n/* harmony export */ \"Mesh\": () => (/* binding */ Mesh),\n/* harmony export */ \"MeshBasicMaterial\": () => (/* binding */ MeshBasicMaterial),\n/* harmony export */ \"MeshDepthMaterial\": () => (/* binding */ MeshDepthMaterial),\n/* harmony export */ \"MeshDistanceMaterial\": () => (/* binding */ MeshDistanceMaterial),\n/* harmony export */ \"MeshFaceMaterial\": () => (/* binding */ MeshFaceMaterial),\n/* harmony export */ \"MeshLambertMaterial\": () => (/* binding */ MeshLambertMaterial),\n/* harmony export */ \"MeshMatcapMaterial\": () => (/* binding */ MeshMatcapMaterial),\n/* harmony export */ \"MeshNormalMaterial\": () => (/* binding */ MeshNormalMaterial),\n/* harmony export */ \"MeshPhongMaterial\": () => (/* binding */ MeshPhongMaterial),\n/* harmony export */ \"MeshPhysicalMaterial\": () => (/* binding */ MeshPhysicalMaterial),\n/* harmony export */ \"MeshStandardMaterial\": () => (/* binding */ MeshStandardMaterial),\n/* harmony export */ \"MeshToonMaterial\": () => (/* binding */ MeshToonMaterial),\n/* harmony export */ \"MinEquation\": () => (/* binding */ MinEquation),\n/* harmony export */ \"MirroredRepeatWrapping\": () => (/* binding */ MirroredRepeatWrapping),\n/* harmony export */ \"MixOperation\": () => (/* binding */ MixOperation),\n/* harmony export */ \"MultiMaterial\": () => (/* binding */ MultiMaterial),\n/* harmony export */ \"MultiplyBlending\": () => (/* binding */ MultiplyBlending),\n/* harmony export */ \"MultiplyOperation\": () => (/* binding */ MultiplyOperation),\n/* harmony export */ \"NearestFilter\": () => (/* binding */ NearestFilter),\n/* harmony export */ \"NearestMipMapLinearFilter\": () => (/* binding */ NearestMipMapLinearFilter),\n/* harmony export */ \"NearestMipMapNearestFilter\": () => (/* binding */ NearestMipMapNearestFilter),\n/* harmony export */ \"NearestMipmapLinearFilter\": () => (/* binding */ NearestMipmapLinearFilter),\n/* harmony export */ \"NearestMipmapNearestFilter\": () => (/* binding */ NearestMipmapNearestFilter),\n/* harmony export */ \"NeverDepth\": () => (/* binding */ NeverDepth),\n/* harmony export */ \"NeverStencilFunc\": () => (/* binding */ NeverStencilFunc),\n/* harmony export */ \"NoBlending\": () => (/* binding */ NoBlending),\n/* harmony export */ \"NoColorSpace\": () => (/* binding */ NoColorSpace),\n/* harmony export */ \"NoColors\": () => (/* binding */ NoColors),\n/* harmony export */ \"NoToneMapping\": () => (/* binding */ NoToneMapping),\n/* harmony export */ \"NormalAnimationBlendMode\": () => (/* binding */ NormalAnimationBlendMode),\n/* harmony export */ \"NormalBlending\": () => (/* binding */ NormalBlending),\n/* harmony export */ \"NotEqualDepth\": () => (/* binding */ NotEqualDepth),\n/* harmony export */ \"NotEqualStencilFunc\": () => (/* binding */ NotEqualStencilFunc),\n/* harmony export */ \"NumberKeyframeTrack\": () => (/* binding */ NumberKeyframeTrack),\n/* harmony export */ \"Object3D\": () => (/* binding */ Object3D),\n/* harmony export */ \"ObjectLoader\": () => (/* binding */ ObjectLoader),\n/* harmony export */ \"ObjectSpaceNormalMap\": () => (/* binding */ ObjectSpaceNormalMap),\n/* harmony export */ \"OctahedronBufferGeometry\": () => (/* binding */ OctahedronGeometry),\n/* harmony export */ \"OctahedronGeometry\": () => (/* binding */ OctahedronGeometry),\n/* harmony export */ \"OneFactor\": () => (/* binding */ OneFactor),\n/* harmony export */ \"OneMinusDstAlphaFactor\": () => (/* binding */ OneMinusDstAlphaFactor),\n/* harmony export */ \"OneMinusDstColorFactor\": () => (/* binding */ OneMinusDstColorFactor),\n/* harmony export */ \"OneMinusSrcAlphaFactor\": () => (/* binding */ OneMinusSrcAlphaFactor),\n/* harmony export */ \"OneMinusSrcColorFactor\": () => (/* binding */ OneMinusSrcColorFactor),\n/* harmony export */ \"OrthographicCamera\": () => (/* binding */ OrthographicCamera),\n/* harmony export */ \"PCFShadowMap\": () => (/* binding */ PCFShadowMap),\n/* harmony export */ \"PCFSoftShadowMap\": () => (/* binding */ PCFSoftShadowMap),\n/* harmony export */ \"PMREMGenerator\": () => (/* binding */ PMREMGenerator),\n/* harmony export */ \"ParametricGeometry\": () => (/* binding */ ParametricGeometry),\n/* harmony export */ \"Particle\": () => (/* binding */ Particle),\n/* harmony export */ \"ParticleBasicMaterial\": () => (/* binding */ ParticleBasicMaterial),\n/* harmony export */ \"ParticleSystem\": () => (/* binding */ ParticleSystem),\n/* harmony export */ \"ParticleSystemMaterial\": () => (/* binding */ ParticleSystemMaterial),\n/* harmony export */ \"Path\": () => (/* binding */ Path),\n/* harmony export */ \"PerspectiveCamera\": () => (/* binding */ PerspectiveCamera),\n/* harmony export */ \"Plane\": () => (/* binding */ Plane),\n/* harmony export */ \"PlaneBufferGeometry\": () => (/* binding */ PlaneGeometry),\n/* harmony export */ \"PlaneGeometry\": () => (/* binding */ PlaneGeometry),\n/* harmony export */ \"PlaneHelper\": () => (/* binding */ PlaneHelper),\n/* harmony export */ \"PointCloud\": () => (/* binding */ PointCloud),\n/* harmony export */ \"PointCloudMaterial\": () => (/* binding */ PointCloudMaterial),\n/* harmony export */ \"PointLight\": () => (/* binding */ PointLight),\n/* harmony export */ \"PointLightHelper\": () => (/* binding */ PointLightHelper),\n/* harmony export */ \"Points\": () => (/* binding */ Points),\n/* harmony export */ \"PointsMaterial\": () => (/* binding */ PointsMaterial),\n/* harmony export */ \"PolarGridHelper\": () => (/* binding */ PolarGridHelper),\n/* harmony export */ \"PolyhedronBufferGeometry\": () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ \"PolyhedronGeometry\": () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ \"PositionalAudio\": () => (/* binding */ PositionalAudio),\n/* harmony export */ \"PropertyBinding\": () => (/* binding */ PropertyBinding),\n/* harmony export */ \"PropertyMixer\": () => (/* binding */ PropertyMixer),\n/* harmony export */ \"QuadraticBezierCurve\": () => (/* binding */ QuadraticBezierCurve),\n/* harmony export */ \"QuadraticBezierCurve3\": () => (/* binding */ QuadraticBezierCurve3),\n/* harmony export */ \"Quaternion\": () => (/* binding */ Quaternion),\n/* harmony export */ \"QuaternionKeyframeTrack\": () => (/* binding */ QuaternionKeyframeTrack),\n/* harmony export */ \"QuaternionLinearInterpolant\": () => (/* binding */ QuaternionLinearInterpolant),\n/* harmony export */ \"REVISION\": () => (/* binding */ REVISION),\n/* harmony export */ \"RGBADepthPacking\": () => (/* binding */ RGBADepthPacking),\n/* harmony export */ \"RGBAFormat\": () => (/* binding */ RGBAFormat),\n/* harmony export */ \"RGBAIntegerFormat\": () => (/* binding */ RGBAIntegerFormat),\n/* harmony export */ \"RGBA_ASTC_10x10_Format\": () => (/* binding */ RGBA_ASTC_10x10_Format),\n/* harmony export */ \"RGBA_ASTC_10x5_Format\": () => (/* binding */ RGBA_ASTC_10x5_Format),\n/* harmony export */ \"RGBA_ASTC_10x6_Format\": () => (/* binding */ RGBA_ASTC_10x6_Format),\n/* harmony export */ \"RGBA_ASTC_10x8_Format\": () => (/* binding */ RGBA_ASTC_10x8_Format),\n/* harmony export */ \"RGBA_ASTC_12x10_Format\": () => (/* binding */ RGBA_ASTC_12x10_Format),\n/* harmony export */ \"RGBA_ASTC_12x12_Format\": () => (/* binding */ RGBA_ASTC_12x12_Format),\n/* harmony export */ \"RGBA_ASTC_4x4_Format\": () => (/* binding */ RGBA_ASTC_4x4_Format),\n/* harmony export */ \"RGBA_ASTC_5x4_Format\": () => (/* binding */ RGBA_ASTC_5x4_Format),\n/* harmony export */ \"RGBA_ASTC_5x5_Format\": () => (/* binding */ RGBA_ASTC_5x5_Format),\n/* harmony export */ \"RGBA_ASTC_6x5_Format\": () => (/* binding */ RGBA_ASTC_6x5_Format),\n/* harmony export */ \"RGBA_ASTC_6x6_Format\": () => (/* binding */ RGBA_ASTC_6x6_Format),\n/* harmony export */ \"RGBA_ASTC_8x5_Format\": () => (/* binding */ RGBA_ASTC_8x5_Format),\n/* harmony export */ \"RGBA_ASTC_8x6_Format\": () => (/* binding */ RGBA_ASTC_8x6_Format),\n/* harmony export */ \"RGBA_ASTC_8x8_Format\": () => (/* binding */ RGBA_ASTC_8x8_Format),\n/* harmony export */ \"RGBA_BPTC_Format\": () => (/* binding */ RGBA_BPTC_Format),\n/* harmony export */ \"RGBA_ETC2_EAC_Format\": () => (/* binding */ RGBA_ETC2_EAC_Format),\n/* harmony export */ \"RGBA_PVRTC_2BPPV1_Format\": () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),\n/* harmony export */ \"RGBA_PVRTC_4BPPV1_Format\": () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),\n/* harmony export */ \"RGBA_S3TC_DXT1_Format\": () => (/* binding */ RGBA_S3TC_DXT1_Format),\n/* harmony export */ \"RGBA_S3TC_DXT3_Format\": () => (/* binding */ RGBA_S3TC_DXT3_Format),\n/* harmony export */ \"RGBA_S3TC_DXT5_Format\": () => (/* binding */ RGBA_S3TC_DXT5_Format),\n/* harmony export */ \"RGBFormat\": () => (/* binding */ RGBFormat),\n/* harmony export */ \"RGB_ETC1_Format\": () => (/* binding */ RGB_ETC1_Format),\n/* harmony export */ \"RGB_ETC2_Format\": () => (/* binding */ RGB_ETC2_Format),\n/* harmony export */ \"RGB_PVRTC_2BPPV1_Format\": () => (/* binding */ RGB_PVRTC_2BPPV1_Format),\n/* harmony export */ \"RGB_PVRTC_4BPPV1_Format\": () => (/* binding */ RGB_PVRTC_4BPPV1_Format),\n/* harmony export */ \"RGB_S3TC_DXT1_Format\": () => (/* binding */ RGB_S3TC_DXT1_Format),\n/* harmony export */ \"RGFormat\": () => (/* binding */ RGFormat),\n/* harmony export */ \"RGIntegerFormat\": () => (/* binding */ RGIntegerFormat),\n/* harmony export */ \"RawShaderMaterial\": () => (/* binding */ RawShaderMaterial),\n/* harmony export */ \"Ray\": () => (/* binding */ Ray),\n/* harmony export */ \"Raycaster\": () => (/* binding */ Raycaster),\n/* harmony export */ \"RectAreaLight\": () => (/* binding */ RectAreaLight),\n/* harmony export */ \"RedFormat\": () => (/* binding */ RedFormat),\n/* harmony export */ \"RedIntegerFormat\": () => (/* binding */ RedIntegerFormat),\n/* harmony export */ \"ReinhardToneMapping\": () => (/* binding */ ReinhardToneMapping),\n/* harmony export */ \"RepeatWrapping\": () => (/* binding */ RepeatWrapping),\n/* harmony export */ \"ReplaceStencilOp\": () => (/* binding */ ReplaceStencilOp),\n/* harmony export */ \"ReverseSubtractEquation\": () => (/* binding */ ReverseSubtractEquation),\n/* harmony export */ \"RingBufferGeometry\": () => (/* binding */ RingGeometry),\n/* harmony export */ \"RingGeometry\": () => (/* binding */ RingGeometry),\n/* harmony export */ \"SRGBColorSpace\": () => (/* binding */ SRGBColorSpace),\n/* harmony export */ \"Scene\": () => (/* binding */ Scene),\n/* harmony export */ \"SceneUtils\": () => (/* binding */ SceneUtils),\n/* harmony export */ \"ShaderChunk\": () => (/* binding */ ShaderChunk),\n/* harmony export */ \"ShaderLib\": () => (/* binding */ ShaderLib),\n/* harmony export */ \"ShaderMaterial\": () => (/* binding */ ShaderMaterial),\n/* harmony export */ \"ShadowMaterial\": () => (/* binding */ ShadowMaterial),\n/* harmony export */ \"Shape\": () => (/* binding */ Shape),\n/* harmony export */ \"ShapeBufferGeometry\": () => (/* binding */ ShapeGeometry),\n/* harmony export */ \"ShapeGeometry\": () => (/* binding */ ShapeGeometry),\n/* harmony export */ \"ShapePath\": () => (/* binding */ ShapePath),\n/* harmony export */ \"ShapeUtils\": () => (/* binding */ ShapeUtils),\n/* harmony export */ \"ShortType\": () => (/* binding */ ShortType),\n/* harmony export */ \"Skeleton\": () => (/* binding */ Skeleton),\n/* harmony export */ \"SkeletonHelper\": () => (/* binding */ SkeletonHelper),\n/* harmony export */ \"SkinnedMesh\": () => (/* binding */ SkinnedMesh),\n/* harmony export */ \"SmoothShading\": () => (/* binding */ SmoothShading),\n/* harmony export */ \"Source\": () => (/* binding */ Source),\n/* harmony export */ \"Sphere\": () => (/* binding */ Sphere),\n/* harmony export */ \"SphereBufferGeometry\": () => (/* binding */ SphereGeometry),\n/* harmony export */ \"SphereGeometry\": () => (/* binding */ SphereGeometry),\n/* harmony export */ \"Spherical\": () => (/* binding */ Spherical),\n/* harmony export */ \"SphericalHarmonics3\": () => (/* binding */ SphericalHarmonics3),\n/* harmony export */ \"SplineCurve\": () => (/* binding */ SplineCurve),\n/* harmony export */ \"SpotLight\": () => (/* binding */ SpotLight),\n/* harmony export */ \"SpotLightHelper\": () => (/* binding */ SpotLightHelper),\n/* harmony export */ \"Sprite\": () => (/* binding */ Sprite),\n/* harmony export */ \"SpriteMaterial\": () => (/* binding */ SpriteMaterial),\n/* harmony export */ \"SrcAlphaFactor\": () => (/* binding */ SrcAlphaFactor),\n/* harmony export */ \"SrcAlphaSaturateFactor\": () => (/* binding */ SrcAlphaSaturateFactor),\n/* harmony export */ \"SrcColorFactor\": () => (/* binding */ SrcColorFactor),\n/* harmony export */ \"StaticCopyUsage\": () => (/* binding */ StaticCopyUsage),\n/* harmony export */ \"StaticDrawUsage\": () => (/* binding */ StaticDrawUsage),\n/* harmony export */ \"StaticReadUsage\": () => (/* binding */ StaticReadUsage),\n/* harmony export */ \"StereoCamera\": () => (/* binding */ StereoCamera),\n/* harmony export */ \"StreamCopyUsage\": () => (/* binding */ StreamCopyUsage),\n/* harmony export */ \"StreamDrawUsage\": () => (/* binding */ StreamDrawUsage),\n/* harmony export */ \"StreamReadUsage\": () => (/* binding */ StreamReadUsage),\n/* harmony export */ \"StringKeyframeTrack\": () => (/* binding */ StringKeyframeTrack),\n/* harmony export */ \"SubtractEquation\": () => (/* binding */ SubtractEquation),\n/* harmony export */ \"SubtractiveBlending\": () => (/* binding */ SubtractiveBlending),\n/* harmony export */ \"TOUCH\": () => (/* binding */ TOUCH),\n/* harmony export */ \"TangentSpaceNormalMap\": () => (/* binding */ TangentSpaceNormalMap),\n/* harmony export */ \"TetrahedronBufferGeometry\": () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ \"TetrahedronGeometry\": () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ \"TextGeometry\": () => (/* binding */ TextGeometry),\n/* harmony export */ \"Texture\": () => (/* binding */ Texture),\n/* harmony export */ \"TextureLoader\": () => (/* binding */ TextureLoader),\n/* harmony export */ \"TorusBufferGeometry\": () => (/* binding */ TorusGeometry),\n/* harmony export */ \"TorusGeometry\": () => (/* binding */ TorusGeometry),\n/* harmony export */ \"TorusKnotBufferGeometry\": () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ \"TorusKnotGeometry\": () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ \"Triangle\": () => (/* binding */ Triangle),\n/* harmony export */ \"TriangleFanDrawMode\": () => (/* binding */ TriangleFanDrawMode),\n/* harmony export */ \"TriangleStripDrawMode\": () => (/* binding */ TriangleStripDrawMode),\n/* harmony export */ \"TrianglesDrawMode\": () => (/* binding */ TrianglesDrawMode),\n/* harmony export */ \"TubeBufferGeometry\": () => (/* binding */ TubeGeometry),\n/* harmony export */ \"TubeGeometry\": () => (/* binding */ TubeGeometry),\n/* harmony export */ \"UVMapping\": () => (/* binding */ UVMapping),\n/* harmony export */ \"Uint16Attribute\": () => (/* binding */ Uint16Attribute),\n/* harmony export */ \"Uint16BufferAttribute\": () => (/* binding */ Uint16BufferAttribute),\n/* harmony export */ \"Uint32Attribute\": () => (/* binding */ Uint32Attribute),\n/* harmony export */ \"Uint32BufferAttribute\": () => (/* binding */ Uint32BufferAttribute),\n/* harmony export */ \"Uint8Attribute\": () => (/* binding */ Uint8Attribute),\n/* harmony export */ \"Uint8BufferAttribute\": () => (/* binding */ Uint8BufferAttribute),\n/* harmony export */ \"Uint8ClampedAttribute\": () => (/* binding */ Uint8ClampedAttribute),\n/* harmony export */ \"Uint8ClampedBufferAttribute\": () => (/* binding */ Uint8ClampedBufferAttribute),\n/* harmony export */ \"Uniform\": () => (/* binding */ Uniform),\n/* harmony export */ \"UniformsLib\": () => (/* binding */ UniformsLib),\n/* harmony export */ \"UniformsUtils\": () => (/* binding */ UniformsUtils),\n/* harmony export */ \"UnsignedByteType\": () => (/* binding */ UnsignedByteType),\n/* harmony export */ \"UnsignedInt248Type\": () => (/* binding */ UnsignedInt248Type),\n/* harmony export */ \"UnsignedIntType\": () => (/* binding */ UnsignedIntType),\n/* harmony export */ \"UnsignedShort4444Type\": () => (/* binding */ UnsignedShort4444Type),\n/* harmony export */ \"UnsignedShort5551Type\": () => (/* binding */ UnsignedShort5551Type),\n/* harmony export */ \"UnsignedShortType\": () => (/* binding */ UnsignedShortType),\n/* harmony export */ \"VSMShadowMap\": () => (/* binding */ VSMShadowMap),\n/* harmony export */ \"Vector2\": () => (/* binding */ Vector2),\n/* harmony export */ \"Vector3\": () => (/* binding */ Vector3),\n/* harmony export */ \"Vector4\": () => (/* binding */ Vector4),\n/* harmony export */ \"VectorKeyframeTrack\": () => (/* binding */ VectorKeyframeTrack),\n/* harmony export */ \"Vertex\": () => (/* binding */ Vertex),\n/* harmony export */ \"VertexColors\": () => (/* binding */ VertexColors),\n/* harmony export */ \"VideoTexture\": () => (/* binding */ VideoTexture),\n/* harmony export */ \"WebGL1Renderer\": () => (/* binding */ WebGL1Renderer),\n/* harmony export */ \"WebGL3DRenderTarget\": () => (/* binding */ WebGL3DRenderTarget),\n/* harmony export */ \"WebGLArrayRenderTarget\": () => (/* binding */ WebGLArrayRenderTarget),\n/* harmony export */ \"WebGLCubeRenderTarget\": () => (/* binding */ WebGLCubeRenderTarget),\n/* harmony export */ \"WebGLMultipleRenderTargets\": () => (/* binding */ WebGLMultipleRenderTargets),\n/* harmony export */ \"WebGLMultisampleRenderTarget\": () => (/* binding */ WebGLMultisampleRenderTarget),\n/* harmony export */ \"WebGLRenderTarget\": () => (/* binding */ WebGLRenderTarget),\n/* harmony export */ \"WebGLRenderTargetCube\": () => (/* binding */ WebGLRenderTargetCube),\n/* harmony export */ \"WebGLRenderer\": () => (/* binding */ WebGLRenderer),\n/* harmony export */ \"WebGLUtils\": () => (/* binding */ WebGLUtils),\n/* harmony export */ \"WireframeGeometry\": () => (/* binding */ WireframeGeometry),\n/* harmony export */ \"WireframeHelper\": () => (/* binding */ WireframeHelper),\n/* harmony export */ \"WrapAroundEnding\": () => (/* binding */ WrapAroundEnding),\n/* harmony export */ \"XHRLoader\": () => (/* binding */ XHRLoader),\n/* harmony export */ \"ZeroCurvatureEnding\": () => (/* binding */ ZeroCurvatureEnding),\n/* harmony export */ \"ZeroFactor\": () => (/* binding */ ZeroFactor),\n/* harmony export */ \"ZeroSlopeEnding\": () => (/* binding */ ZeroSlopeEnding),\n/* harmony export */ \"ZeroStencilOp\": () => (/* binding */ ZeroStencilOp),\n/* harmony export */ \"_SRGBAFormat\": () => (/* binding */ _SRGBAFormat),\n/* harmony export */ \"sRGBEncoding\": () => (/* binding */ sRGBEncoding)\n/* harmony export */ });\n/**\n * @license\n * Copyright 2010-2022 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '139';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range to range \nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize$1( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize$1\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] > 65535 ) return true;\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\n// JavaScript RGB-to-RGB transforms, defined as\n// FN[InputColorSpace][OutputColorSpace] callback functions.\nconst FN = {\n\t[ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear },\n\t[ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB },\n};\n\nconst ColorManagement = {\n\n\tlegacyMode: true,\n\n\tget workingColorSpace() {\n\n\t\treturn LinearSRGBColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tif ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) {\n\n\t\t\tconst fn = FN[ sourceColorSpace ][ targetColorSpace ];\n\n\t\t\tcolor.r = fn( color.r );\n\t\t\tcolor.g = fn( color.g );\n\t\t\tcolor.b = fn( color.b );\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tthrow new Error( 'Unsupported color space conversion.' );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\n\n\t},\n\n};\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _rgb = { r: 0, g: 0, b: 0 };\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction toComponents( source, target ) {\n\n\ttarget.r = source.r;\n\ttarget.g = source.g;\n\ttarget.b = source.b;\n\n\treturn target;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l, colorSpace );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\treturn clamp( _rgb.r * 255, 0, 255 ) << 16 ^ clamp( _rgb.g * 255, 0, 255 ) << 8 ^ clamp( _rgb.b * 255, 0, 255 ) << 0;\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tconst r = _rgb.r, g = _rgb.g, b = _rgb.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\ttarget.r = _rgb.r;\n\t\ttarget.g = _rgb.g;\n\t\ttarget.b = _rgb.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ _rgb.r } ${ _rgb.g } ${ _rgb.b })`;\n\n\t\t}\n\n\t\treturn `rgb(${( _rgb.r * 255 ) | 0},${( _rgb.g * 255 ) | 0},${( _rgb.b * 255 ) | 0})`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nSource.prototype.isSource = true;\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\tthis.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.flipY = false;\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t\tthis.samples = options.samples !== undefined ? options.samples : 0;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tthis.texture.image = Object.assign( {}, source.texture.image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nDataArrayTexture.prototype.isDataArrayTexture = true;\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nWebGLArrayRenderTarget.prototype.isWebGLArrayRenderTarget = true;\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nData3DTexture.prototype.isData3DTexture = true;\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nWebGL3DRenderTarget.prototype.isWebGL3DRenderTarget = true;\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget {\n\n\tconstructor( width, height, count, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tconst texture = this.texture;\n\n\t\tthis.texture = [];\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.texture[ i ] = texture.clone();\n\t\t\tthis.texture[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.texture.length; i < il; i ++ ) {\n\n\t\t\t\tthis.texture[ i ].image.width = width;\n\t\t\t\tthis.texture[ i ].image.height = height;\n\t\t\t\tthis.texture[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.dispose();\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.set( 0, 0, this.width, this.height );\n\t\tthis.scissor.set( 0, 0, this.width, this.height );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\tthis.texture.length = 0;\n\n\t\tfor ( let i = 0, il = source.texture.length; i < il; i ++ ) {\n\n\t\t\tthis.texture[ i ] = source.texture[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// Derived from http://planning.cs.uiuc.edu/node198.html\n\t\t// Note, this source uses w, x, y, z ordering,\n\t\t// so we swap the order below.\n\n\t\tconst u1 = Math.random();\n\t\tconst sqrt1u1 = Math.sqrt( 1 - u1 );\n\t\tconst sqrtu1 = Math.sqrt( u1 );\n\n\t\tconst u2 = 2 * Math.PI * Math.random();\n\n\t\tconst u3 = 2 * Math.PI * Math.random();\n\n\t\treturn this.set(\n\t\t\tsqrt1u1 * Math.cos( u2 ),\n\t\t\tsqrtu1 * Math.sin( u3 ),\n\t\t\tsqrtu1 * Math.cos( u3 ),\n\t\t\tsqrt1u1 * Math.sin( u2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// Derived from https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst u = ( Math.random() - 0.5 ) * 2;\n\t\tconst t = Math.random() * Math.PI * 2;\n\t\tconst f = Math.sqrt( 1 - u ** 2 );\n\n\t\tthis.x = f * Math.cos( t );\n\t\tthis.y = f * Math.sin( t );\n\t\tthis.z = u;\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) {\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\t_vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t}\n\n\t\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$3 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t if ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t _toFarthestPoint.set( 0, 0, 1 ).multiplyScalar( sphere.radius );\n\n\n\t\t} else {\n\n\t\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\t}\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DefaultUp.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype.isObject3D = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.fog = true;\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatibility if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nMaterial.prototype.isMaterial = true;\n\nMaterial.fromType = function ( /*type*/ ) {\n\n\t// TODO: Behavior added in Materials.js\n\n\treturn null;\n\n};\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized === true;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tcopyColorsArray( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector2sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector3sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector4sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\nBufferAttribute.prototype.isBufferAttribute = true;\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float64BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float64Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$1 = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _id$1 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = this.getAttribute( 'tangent' ).array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tmerge( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\t return new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\t// geometry generator parameters\n\n\t\tif ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nBufferGeometry.prototype.isBufferGeometry = true;\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _tempB = /*@__PURE__*/ new Vector3();\nconst _tempC = /*@__PURE__*/ new Vector3();\n\nconst _morphA = /*@__PURE__*/ new Vector3();\nconst _morphB = /*@__PURE__*/ new Vector3();\nconst _morphC = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n}\n\nMesh.prototype.isMesh = true;\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nCamera.prototype.isCamera = true;\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nPerspectiveCamera.prototype.isPerspectiveCamera = true;\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst currentOutputEncoding = renderer.outputEncoding;\n\t\tconst currentToneMapping = renderer.toneMapping;\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.outputEncoding = currentOutputEncoding;\n\t\trenderer.toneMapping = currentToneMapping;\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"vec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\\t#endif\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tfloat transmissionAlpha = 1.0;\\n\\tfloat transmissionFactor = transmission;\\n\\tfloat thicknessFactor = thickness;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\\n\\t\\tattenuationColor, attenuationDistance );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\\n\\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef texture2DLodEXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( attenuationDistance == 0.0 ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$g = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$g = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tgl_FragColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tgl_FragColor = vec4( mix( pow( gl_FragColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), gl_FragColor.rgb * 0.0773993808, vec3( lessThanEqual( gl_FragColor.rgb, vec3( 0.04045 ) ) ) ), gl_FragColor.w );\\n\\t#endif\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$e = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$a = \"#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#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include \\n\\t\\t#include \\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\\t#include \\n\\t#include \\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\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\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\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\\t#include \\n}\";\n\nconst fragment$9 = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include