ThreeJS-Webpack-ES6-Boilerp.../src/public/assets/js/app.js

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/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ exports: {},
/******/ id: moduleId,
/******/ loaded: false
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.loaded = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "assets/js";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(0);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ function(module, exports, __webpack_require__) {
eval("module.exports = __webpack_require__(1);\n\n\n/*****************\n ** WEBPACK FOOTER\n ** multi main\n ** module id = 0\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///multi_main?");
/***/ },
/* 1 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nvar _detector = __webpack_require__(4);\n\nvar _detector2 = _interopRequireDefault(_detector);\n\nvar _main = __webpack_require__(5);\n\nvar _main2 = _interopRequireDefault(_main);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n// Check environment and set the Config helper\nif (true) {\n console.log('----- RUNNING IN DEV ENVIRONMENT! -----');\n\n _config2.default.isDev = true;\n}\n\nfunction init() {\n // Check for webGL capabilities\n if (!_detector2.default.webgl) {\n _detector2.default.addGetWebGLMessage();\n } else {\n var container = document.getElementById('appContainer');\n new _main2.default(container);\n }\n}\n\ninit();\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app.js\n ** module id = 1\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app.js?");
/***/ },
/* 2 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _tween = __webpack_require__(3);\n\nvar _tween2 = _interopRequireDefault(_tween);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\n// This object contains the state of the app\nexports.default = {\n isDev: false,\n isLoaded: false,\n isTweening: false,\n isRotating: true,\n isMouseMoving: false,\n isMouseOver: false,\n maxAnisotropy: 1,\n dpr: 1,\n easing: _tween2.default.Easing.Quadratic.InOut,\n duration: 500,\n model: {\n path: './assets/models/Teapot.json',\n scale: 20\n },\n texture: {\n path: './assets/textures/',\n imageFiles: [{ name: 'UV', image: 'UV_Grid_Sm.jpg' }]\n },\n mesh: {\n enableHelper: false,\n wireframe: false,\n translucent: false,\n material: {\n color: 0xffffff,\n emissive: 0xffffff\n }\n },\n fog: {\n color: 0xffffff,\n near: 0.0008\n },\n camera: {\n fov: 40,\n near: 2,\n far: 1000,\n aspect: 1,\n posX: 0,\n posY: 30,\n posZ: 40\n },\n controls: {\n autoRotate: true,\n autoRotateSpeed: -0.5,\n rotateSpeed: 0.5,\n zoomSpeed: 0.8,\n minDistance: 200,\n maxDistance: 600,\n minPolarAngle: Math.PI / 5,\n maxPolarAngle: Math.PI / 2,\n minAzimuthAngle: -Infinity,\n maxAzimuthAngle: Infinity,\n enableDamping: true,\n dampingFactor: 0.5,\n enableZoom: true,\n target: {\n x: 0,\n y: 0,\n z: 0\n }\n },\n ambientLight: {\n enabled: false,\n color: 0x141414\n },\n directionalLight: {\n enabled: true,\n color: 0xf0f0f0,\n intensity: 0.4,\n x: -75,\n y: 280,\n z: 150\n },\n shadow: {\n enabled: true,\n helperEnabled: true,\n bias: 0,\n mapWidth: 2048,\n mapHeight: 2048,\n near: 250,\n far: 400,\n top: 100,\n right: 100,\n bottom: -100,\n left: -100\n },\n pointLight: {\n enabled: true,\n color: 0xffffff,\n intensity: 0.34,\n distance: 115,\n x: 0,\n y: 0,\n z: 0\n },\n hemiLight: {\n enabled: true,\n color: 0xc8c8c8,\n groundColor: 0xffffff,\n intensity: 0.55,\n x: 0,\n y: 0,\n z: 0\n }\n};\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/data/config.js\n ** module id = 2\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/data/config.js?");
/***/ },
/* 3 */
/***/ function(module, exports, __webpack_require__) {
eval("var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;'use strict';\n\nvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; };\n\n/**\n * Tween.js - Licensed under the MIT license\n * https://github.com/tweenjs/tween.js\n * ----------------------------------------------\n *\n * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.\n * Thank you all, you're awesome!\n */\n\n// Include a performance.now polyfill\n(function () {\n\n\tif ('performance' in window === false) {\n\t\twindow.performance = {};\n\t}\n\n\t// IE 8\n\tDate.now = Date.now || function () {\n\t\treturn new Date().getTime();\n\t};\n\n\tif ('now' in window.performance === false) {\n\t\tvar offset = window.performance.timing && window.performance.timing.navigationStart ? window.performance.timing.navigationStart : Date.now();\n\n\t\twindow.performance.now = function () {\n\t\t\treturn Date.now() - offset;\n\t\t};\n\t}\n})();\n\nvar TWEEN = TWEEN || function () {\n\n\tvar _tweens = [];\n\n\treturn {\n\n\t\tgetAll: function getAll() {\n\n\t\t\treturn _tweens;\n\t\t},\n\n\t\tremoveAll: function removeAll() {\n\n\t\t\t_tweens = [];\n\t\t},\n\n\t\tadd: function add(tween) {\n\n\t\t\t_tweens.push(tween);\n\t\t},\n\n\t\tremove: function remove(tween) {\n\n\t\t\tvar i = _tweens.indexOf(tween);\n\n\t\t\tif (i !== -1) {\n\t\t\t\t_tweens.splice(i, 1);\n\t\t\t}\n\t\t},\n\n\t\tupdate: function update(time) {\n\n\t\t\tif (_tweens.length === 0) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tvar i = 0;\n\n\t\t\ttime = time !== undefined ? time : window.performance.now();\n\n\t\t\twhile (i < _tweens.length) {\n\n\t\t\t\tif (_tweens[i].update(time)) {\n\t\t\t\t\ti++;\n\t\t\t\t} else {\n\t\t\t\t\t_tweens.splice(i, 1);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn true;\n\t\t}\n\t};\n}();\n\nTWEEN.Tween = function (object) {\n\n\tvar _object = object;\n\tvar _valuesStart = {};\n\tvar _valuesEnd = {};\n\tvar _valuesStartRepeat = {};\n\tvar _duration = 1000;\n\tvar _repeat = 0;\n\tvar _yoyo = false;\n\tvar _isPlaying = false;\n\tvar _reversed = false;\n\tvar _delayTime = 0;\n\tvar _startTime = null;\n\tvar _easingFunction = TWEEN.Easing.Linear.None;\n\tvar _interpolationFunction = TWEEN.Interpolation.Linear;\n\tvar _chainedTweens = [];\n\tvar _onStartCallback = null;\n\tvar _onStartCallbackFired = false;\n\tvar _onUpdateCallback = null;\n\tvar _onCompleteCallback = null;\n\tvar _onStopCallback = null;\n\n\t// Set all starting values present on the target object\n\tfor (var field in object) {\n\t\t_valuesStart[field] = parseFloat(object[field], 10);\n\t}\n\n\tthis.to = function (properties, duration) {\n\n\t\tif (duration !== undefined) {\n\t\t\t_duration = duration;\n\t\t}\n\n\t\t_valuesEnd = properties;\n\n\t\treturn this;\n\t};\n\n\tthis.start = function (time) {\n\n\t\tTWEEN.add(this);\n\n\t\t_isPlaying = true;\n\n\t\t_onStartCallbackFired = false;\n\n\t\t_startTime = time !== undefined ? time : window.performance.now();\n\t\t_startTime += _delayTime;\n\n\t\tfor (var property in _valuesEnd) {\n\n\t\t\t// Check if an Array was provided as property value\n\t\t\tif (_valuesEnd[property] instanceof Array) {\n\n\t\t\t\tif (_valuesEnd[property].length === 0) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t// Create a local copy of the Array with the start value at the front\n\t\t\t\t_valuesEnd[property] = [_object[property]].concat(_valuesEnd[property]);\n\t\t\t}\n\n\t\t\t_valuesStart[property] = _object[property];\n\n\t\t\tif (_valuesStart[property] instanceof Array === false) {\n\t\t\t\t_valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings\n\t\t\t}\n\n\t\t\t_valuesStartRepeat[property] = _valuesStart[property] || 0;\n\t\t}\n\n\t\treturn this;\n\t};\n\n\tthis.stop = function () {\n\n\t\tif (!_isPlaying) {\n\t\t\treturn this;\n\t\t}\n\n\t\tTWEEN.remove(this);\n\t\t_isPlaying = false;\n\n\t\tif (_onStopCallback !== null) {\n\t\t\t_onStopCallback.call(_object);\n\t\t}\n\n\t\tthis.stopChainedTweens();\n\t\treturn this;\n\t};\n\n\tthis.stopChainedTweens = function () {\n\n\t\tfor (var i = 0, numChainedTweens = _chainedTweens.length; i < numChainedTweens; i++) {\n\t\t\t_chainedTweens[i].stop();\n\t\t}\n\t};\n\n\tthis.delay = function (amount) {\n\n\t\t_delayTime = amount;\n\t\treturn this;\n\t};\n\n\tthis.repeat = function (times) {\n\n\t\t_repeat = times;\n\t\treturn this;\n\t};\n\n\tthis.yoyo = function (yoyo) {\n\n\t\t_yoyo = yoyo;\n\t\treturn this;\n\t};\n\n\tthis.easing = function (easing) {\n\n\t\t_easingFunction = easing;\n\t\treturn this;\n\t};\n\n\tthis.interpolation = function (interpolation) {\n\n\t\t_interpolationFunction = interpolation;\n\t\treturn this;\n\t};\n\n\tthis.chain = function () {\n\n\t\t_chainedTweens = arguments;\n\t\treturn this;\n\t};\n\n\tthis.onStart = function (callback) {\n\n\t\t_onStartCallback = callback;\n\t\treturn this;\n\t};\n\n\tthis.onUpdate = function (callback) {\n\n\t\t_onUpdateCallback = callback;\n\t\treturn this;\n\t};\n\n\tthis.onComplete = function (callback) {\n\n\t\t_onCompleteCallback = callback;\n\t\treturn this;\n\t};\n\n\tthis.onStop = function (callback) {\n\n\t\t_onStopCallback = callback;\n\t\treturn this;\n\t};\n\n\tthis.update = function (time) {\n\n\t\tvar property;\n\t\tvar elapsed;\n\t\tvar value;\n\n\t\tif (time < _startTime) {\n\t\t\treturn true;\n\t\t}\n\n\t\tif (_onStartCallbackFired === false) {\n\n\t\t\tif (_onStartCallback !== null) {\n\t\t\t\t_onStartCallback.call(_object);\n\t\t\t}\n\n\t\t\t_onStartCallbackFired = true;\n\t\t}\n\n\t\telapsed = (time - _startTime) / _duration;\n\t\telapsed = elapsed > 1 ? 1 : elapsed;\n\n\t\tvalue = _easingFunction(elapsed);\n\n\t\tfor (property in _valuesEnd) {\n\n\t\t\tvar start = _valuesStart[property] || 0;\n\t\t\tvar end = _valuesEnd[property];\n\n\t\t\tif (end instanceof Array) {\n\n\t\t\t\t_object[property] = _interpolationFunction(end, value);\n\t\t\t} else {\n\n\t\t\t\t// Parses relative end values with start as base (e.g.: +10, -3)\n\t\t\t\tif (typeof end === 'string') {\n\t\t\t\t\tend = start + parseFloat(end, 10);\n\t\t\t\t}\n\n\t\t\t\t// Protect against non numeric properties.\n\t\t\t\tif (typeof end === 'number') {\n\t\t\t\t\t_object[property] = start + (end - start) * value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (_onUpdateCallback !== null) {\n\t\t\t_onUpdateCallback.call(_object, value);\n\t\t}\n\n\t\tif (elapsed === 1) {\n\n\t\t\tif (_repeat > 0) {\n\n\t\t\t\tif (isFinite(_repeat)) {\n\t\t\t\t\t_repeat--;\n\t\t\t\t}\n\n\t\t\t\t// Reassign starting values, restart by making startTime = now\n\t\t\t\tfor (property in _valuesStartRepeat) {\n\n\t\t\t\t\tif (typeof _valuesEnd[property] === 'string') {\n\t\t\t\t\t\t_valuesStartRepeat[property] = _valuesStartRepeat[property] + parseFloat(_valuesEnd[property], 10);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (_yoyo) {\n\t\t\t\t\t\tvar tmp = _valuesStartRepeat[property];\n\n\t\t\t\t\t\t_valuesStartRepeat[property] = _valuesEnd[property];\n\t\t\t\t\t\t_valuesEnd[property] = tmp;\n\t\t\t\t\t}\n\n\t\t\t\t\t_valuesStart[property] = _valuesStartRepeat[property];\n\t\t\t\t}\n\n\t\t\t\tif (_yoyo) {\n\t\t\t\t\t_reversed = !_reversed;\n\t\t\t\t}\n\n\t\t\t\t_startTime = time + _delayTime;\n\n\t\t\t\treturn true;\n\t\t\t} else {\n\n\t\t\t\tif (_onCompleteCallback !== null) {\n\t\t\t\t\t_onCompleteCallback.call(_object);\n\t\t\t\t}\n\n\t\t\t\tfor (var i = 0, numChainedTweens = _chainedTweens.length; i < numChainedTweens; i++) {\n\t\t\t\t\t_chainedTweens[i].start(time);\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t};\n};\n\nTWEEN.Easing = {\n\n\tLinear: {\n\n\t\tNone: function None(k) {\n\n\t\t\treturn k;\n\t\t}\n\n\t},\n\n\tQuadratic: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn k * k;\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn k * (2 - k);\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * k * k;\n\t\t\t}\n\n\t\t\treturn -0.5 * (--k * (k - 2) - 1);\n\t\t}\n\n\t},\n\n\tCubic: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn k * k * k;\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn --k * k * k + 1;\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * k * k * k;\n\t\t\t}\n\n\t\t\treturn 0.5 * ((k -= 2) * k * k + 2);\n\t\t}\n\n\t},\n\n\tQuartic: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn k * k * k * k;\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn 1 - --k * k * k * k;\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * k * k * k * k;\n\t\t\t}\n\n\t\t\treturn -0.5 * ((k -= 2) * k * k * k - 2);\n\t\t}\n\n\t},\n\n\tQuintic: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn k * k * k * k * k;\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn --k * k * k * k * k + 1;\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * k * k * k * k * k;\n\t\t\t}\n\n\t\t\treturn 0.5 * ((k -= 2) * k * k * k * k + 2);\n\t\t}\n\n\t},\n\n\tSinusoidal: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn 1 - Math.cos(k * Math.PI / 2);\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn Math.sin(k * Math.PI / 2);\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\treturn 0.5 * (1 - Math.cos(Math.PI * k));\n\t\t}\n\n\t},\n\n\tExponential: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn k === 0 ? 0 : Math.pow(1024, k - 1);\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn k === 1 ? 1 : 1 - Math.pow(2, -10 * k);\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif (k === 0) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tif (k === 1) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * Math.pow(1024, k - 1);\n\t\t\t}\n\n\t\t\treturn 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2);\n\t\t}\n\n\t},\n\n\tCircular: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn 1 - Math.sqrt(1 - k * k);\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\treturn Math.sqrt(1 - --k * k);\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn -0.5 * (Math.sqrt(1 - k * k) - 1);\n\t\t\t}\n\n\t\t\treturn 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1);\n\t\t}\n\n\t},\n\n\tElastic: {\n\n\t\tIn: function In(k) {\n\n\t\t\tvar s;\n\t\t\tvar a = 0.1;\n\t\t\tvar p = 0.4;\n\n\t\t\tif (k === 0) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tif (k === 1) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif (!a || a < 1) {\n\t\t\t\ta = 1;\n\t\t\t\ts = p / 4;\n\t\t\t} else {\n\t\t\t\ts = p * Math.asin(1 / a) / (2 * Math.PI);\n\t\t\t}\n\n\t\t\treturn -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p));\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\tvar s;\n\t\t\tvar a = 0.1;\n\t\t\tvar p = 0.4;\n\n\t\t\tif (k === 0) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tif (k === 1) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif (!a || a < 1) {\n\t\t\t\ta = 1;\n\t\t\t\ts = p / 4;\n\t\t\t} else {\n\t\t\t\ts = p * Math.asin(1 / a) / (2 * Math.PI);\n\t\t\t}\n\n\t\t\treturn a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1;\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tvar s;\n\t\t\tvar a = 0.1;\n\t\t\tvar p = 0.4;\n\n\t\t\tif (k === 0) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tif (k === 1) {\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif (!a || a < 1) {\n\t\t\t\ta = 1;\n\t\t\t\ts = p / 4;\n\t\t\t} else {\n\t\t\t\ts = p * Math.asin(1 / a) / (2 * Math.PI);\n\t\t\t}\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p));\n\t\t\t}\n\n\t\t\treturn a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1;\n\t\t}\n\n\t},\n\n\tBack: {\n\n\t\tIn: function In(k) {\n\n\t\t\tvar s = 1.70158;\n\n\t\t\treturn k * k * ((s + 1) * k - s);\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\tvar s = 1.70158;\n\n\t\t\treturn --k * k * ((s + 1) * k + s) + 1;\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tvar s = 1.70158 * 1.525;\n\n\t\t\tif ((k *= 2) < 1) {\n\t\t\t\treturn 0.5 * (k * k * ((s + 1) * k - s));\n\t\t\t}\n\n\t\t\treturn 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2);\n\t\t}\n\n\t},\n\n\tBounce: {\n\n\t\tIn: function In(k) {\n\n\t\t\treturn 1 - TWEEN.Easing.Bounce.Out(1 - k);\n\t\t},\n\n\t\tOut: function Out(k) {\n\n\t\t\tif (k < 1 / 2.75) {\n\t\t\t\treturn 7.5625 * k * k;\n\t\t\t} else if (k < 2 / 2.75) {\n\t\t\t\treturn 7.5625 * (k -= 1.5 / 2.75) * k + 0.75;\n\t\t\t} else if (k < 2.5 / 2.75) {\n\t\t\t\treturn 7.5625 * (k -= 2.25 / 2.75) * k + 0.9375;\n\t\t\t} else {\n\t\t\t\treturn 7.5625 * (k -= 2.625 / 2.75) * k + 0.984375;\n\t\t\t}\n\t\t},\n\n\t\tInOut: function InOut(k) {\n\n\t\t\tif (k < 0.5) {\n\t\t\t\treturn TWEEN.Easing.Bounce.In(k * 2) * 0.5;\n\t\t\t}\n\n\t\t\treturn TWEEN.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5;\n\t\t}\n\n\t}\n\n};\n\nTWEEN.Interpolation = {\n\n\tLinear: function Linear(v, k) {\n\n\t\tvar m = v.length - 1;\n\t\tvar f = m * k;\n\t\tvar i = Math.floor(f);\n\t\tvar fn = TWEEN.Interpolation.Utils.Linear;\n\n\t\tif (k < 0) {\n\t\t\treturn fn(v[0], v[1], f);\n\t\t}\n\n\t\tif (k > 1) {\n\t\t\treturn fn(v[m], v[m - 1], m - f);\n\t\t}\n\n\t\treturn fn(v[i], v[i + 1 > m ? m : i + 1], f - i);\n\t},\n\n\tBezier: function Bezier(v, k) {\n\n\t\tvar b = 0;\n\t\tvar n = v.length - 1;\n\t\tvar pw = Math.pow;\n\t\tvar bn = TWEEN.Interpolation.Utils.Bernstein;\n\n\t\tfor (var i = 0; i <= n; i++) {\n\t\t\tb += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);\n\t\t}\n\n\t\treturn b;\n\t},\n\n\tCatmullRom: function CatmullRom(v, k) {\n\n\t\tvar m = v.length - 1;\n\t\tvar f = m * k;\n\t\tvar i = Math.floor(f);\n\t\tvar fn = TWEEN.Interpolation.Utils.CatmullRom;\n\n\t\tif (v[0] === v[m]) {\n\n\t\t\tif (k < 0) {\n\t\t\t\ti = Math.floor(f = m * (1 + k));\n\t\t\t}\n\n\t\t\treturn fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);\n\t\t} else {\n\n\t\t\tif (k < 0) {\n\t\t\t\treturn v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);\n\t\t\t}\n\n\t\t\tif (k > 1) {\n\t\t\t\treturn v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);\n\t\t\t}\n\n\t\t\treturn fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);\n\t\t}\n\t},\n\n\tUtils: {\n\n\t\tLinear: function Linear(p0, p1, t) {\n\n\t\t\treturn (p1 - p0) * t + p0;\n\t\t},\n\n\t\tBernstein: function Bernstein(n, i) {\n\n\t\t\tvar fc = TWEEN.Interpolation.Utils.Factorial;\n\n\t\t\treturn fc(n) / fc(i) / fc(n - i);\n\t\t},\n\n\t\tFactorial: function () {\n\n\t\t\tvar a = [1];\n\n\t\t\treturn function (n) {\n\n\t\t\t\tvar s = 1;\n\n\t\t\t\tif (a[n]) {\n\t\t\t\t\treturn a[n];\n\t\t\t\t}\n\n\t\t\t\tfor (var i = n; i > 1; i--) {\n\t\t\t\t\ts *= i;\n\t\t\t\t}\n\n\t\t\t\ta[n] = s;\n\t\t\t\treturn s;\n\t\t\t};\n\t\t}(),\n\n\t\tCatmullRom: function CatmullRom(p0, p1, p2, p3, t) {\n\n\t\t\tvar v0 = (p2 - p0) * 0.5;\n\t\t\tvar v1 = (p3 - p1) * 0.5;\n\t\t\tvar t2 = t * t;\n\t\t\tvar t3 = t * t2;\n\n\t\t\treturn (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;\n\t\t}\n\n\t}\n\n};\n\n// UMD (Universal Module Definition)\n(function (root) {\n\n\tif (true) {\n\n\t\t// AMD\n\t\t!(__WEBPACK_AMD_DEFINE_ARRAY__ = [], __WEBPACK_AMD_DEFINE_RESULT__ = function () {\n\t\t\treturn TWEEN;\n\t\t}.apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__), __WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n\t} else if ((typeof exports === 'undefined' ? 'undefined' : _typeof(exports)) === 'object') {\n\n\t\t// Node.js\n\t\tmodule.exports = TWEEN;\n\t} else {\n\n\t\t// Global variable\n\t\troot.TWEEN = TWEEN;\n\t}\n})(undefined);\n\n/*****************\n ** WEBPACK FOOTER\n ** ./~/tween.js/src/Tween.js\n ** module id = 3\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./~/tween.js/src/Tween.js?");
/***/ },
/* 4 */
/***/ function(module, exports) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n/**\r\n * @author alteredq / http://alteredqualia.com/\r\n * @author mr.doob / http://mrdoob.com/\r\n */\n\nexports.default = {\n canvas: !!window.CanvasRenderingContext2D,\n webgl: function () {\n try {\n var canvas = document.createElement('canvas');\n\n return !!(window.WebGLRenderingContext && (canvas.getContext('webgl') || canvas.getContext('experimental-webgl')));\n } catch (e) {\n return false;\n }\n }(),\n\n workers: !!window.Worker,\n fileapi: window.File && window.FileReader && window.FileList && window.Blob,\n\n getWebGLErrorMessage: function getWebGLErrorMessage() {\n var element = document.createElement('div');\n element.id = 'webgl-error-message';\n element.style.fontFamily = 'monospace';\n element.style.fontSize = '13px';\n element.style.fontWeight = 'normal';\n element.style.textAlign = 'center';\n element.style.background = '#fff';\n element.style.color = '#000';\n element.style.padding = '1.5em';\n element.style.width = '400px';\n element.style.margin = '5em auto 0';\n\n if (!this.webgl) {\n element.innerHTML = window.WebGLRenderingContext ? ['Your graphics card does not seem to support <a href=\"http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation\" style=\"color:#000000\">WebGL</a>.<br />', 'Find out how to get it <a href=\"http://get.webgl.org/\" style=\"color:#000000\">here</a>.'].join('\\n') : ['Your browser does not seem to support <a href=\"http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation\" style=\"color:#000000\">WebGL</a>.<br/>', 'Find out how to get it <a href=\"http://get.webgl.org/\" style=\"color:#000000\">here</a>.'].join('\\n');\n }\n\n return element;\n },\n\n addGetWebGLMessage: function addGetWebGLMessage(parameters) {\n var parent, id, element;\n\n parameters = parameters || {};\n\n parent = parameters.parent !== undefined ? parameters.parent : document.body;\n id = parameters.id !== undefined ? parameters.id : 'oldie';\n\n element = this.getWebGLErrorMessage();\n element.id = id;\n\n parent.appendChild(element);\n }\n};\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/utils/detector.js\n ** module id = 4\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/utils/detector.js?");
/***/ },
/* 5 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); // Global imports -\n\n\n// Local imports -\n// Components\n\n\n// Helpers\n\n\n// Model\n\n\n// Managers\n\n\n// data\n\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _tween = __webpack_require__(3);\n\nvar _tween2 = _interopRequireDefault(_tween);\n\nvar _renderer = __webpack_require__(7);\n\nvar _renderer2 = _interopRequireDefault(_renderer);\n\nvar _camera = __webpack_require__(8);\n\nvar _camera2 = _interopRequireDefault(_camera);\n\nvar _light = __webpack_require__(9);\n\nvar _light2 = _interopRequireDefault(_light);\n\nvar _controls = __webpack_require__(10);\n\nvar _controls2 = _interopRequireDefault(_controls);\n\nvar _geometry = __webpack_require__(12);\n\nvar _geometry2 = _interopRequireDefault(_geometry);\n\nvar _texture = __webpack_require__(14);\n\nvar _texture2 = _interopRequireDefault(_texture);\n\nvar _model = __webpack_require__(19);\n\nvar _model2 = _interopRequireDefault(_model);\n\nvar _interaction = __webpack_require__(21);\n\nvar _interaction2 = _interopRequireDefault(_interaction);\n\nvar _datGUI = __webpack_require__(23);\n\nvar _datGUI2 = _interopRequireDefault(_datGUI);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// -- End of imports\n\n// Local vars for rStats\nvar rS = void 0,\n bS = void 0,\n glS = void 0,\n tS = void 0;\n\n// This class instantiates and ties all of the components together, starts the loading process and renders the main loop\n\nvar Main = function () {\n function Main(container) {\n var _this = this;\n\n _classCallCheck(this, Main);\n\n // Set container property to container element\n this.container = container;\n\n // Start Three clock\n this.clock = new THREE.Clock();\n\n // Main scene creation\n this.scene = new THREE.Scene();\n this.scene.fog = new THREE.FogExp2(_config2.default.fog.color, _config2.default.fog.near);\n\n // Get Device Pixel Ratio first for retina\n if (window.devicePixelRatio) {\n _config2.default.dpr = window.devicePixelRatio;\n }\n\n // Main renderer instantiation\n this.renderer = new _renderer2.default(this.scene, container);\n\n // Components instantiation\n this.camera = new _camera2.default(this.renderer.threeRenderer);\n this.controls = new _controls2.default(this.camera.threeCamera, container);\n this.light = new _light2.default(this.scene);\n\n // Create and place lights in scene\n var lights = ['ambient', 'directional', 'point', 'hemi'];\n for (var i = 0; i < lights.length; i++) {\n this.light.place(lights[i]);\n }\n\n // Create and place geo in scene\n this.geometry = new _geometry2.default(this.scene);\n this.geometry.make('plane')(150, 150, 10, 10);\n this.geometry.place([0, -20, 0], [Math.PI / 2, 0, 0]);\n\n // Set up rStats if dev environment\n if (_config2.default.isDev) {\n bS = new BrowserStats();\n glS = new glStats();\n tS = new threeStats(this.renderer.threeRenderer);\n\n rS = new rStats({\n CSSPath: './assets/css/',\n userTimingAPI: true,\n values: {\n frame: { caption: 'Total frame time (ms)', over: 16, average: true, avgMs: 100 },\n fps: { caption: 'Framerate (FPS)', below: 30 },\n calls: { caption: 'Calls (three.js)', over: 3000 },\n raf: { caption: 'Time since last rAF (ms)', average: true, avgMs: 100 },\n rstats: { caption: 'rStats update (ms)', average: true, avgMs: 100 },\n texture: { caption: 'GenTex', average: true, avgMs: 100 }\n },\n groups: [{ caption: 'Framerate', values: ['fps', 'raf'] }, { caption: 'Frame Budget', values: ['frame', 'texture', 'setup', 'render'] }],\n fractions: [{ base: 'frame', steps: ['texture', 'setup', 'render'] }],\n plugins: [bS, tS, glS]\n });\n }\n\n // Instantiate texture class\n this.texture = new _texture2.default();\n\n // Start loading the textures and then go on to load the model after the texture Promises have resolved\n this.texture.load().then(function () {\n _this.manager = new THREE.LoadingManager();\n\n // Textures loaded, load model\n _this.model = new _model2.default(_this.scene, _this.manager, _this.texture.textures);\n _this.model.load();\n\n // onProgress callback\n _this.manager.onProgress = function (item, loaded, total) {\n console.log(item + ': ' + loaded + ' ' + total);\n };\n\n // All loaders done now\n _this.manager.onLoad = function () {\n // Set up interaction manager with the app now that the model is finished loading\n new _interaction2.default(_this.renderer.threeRenderer, _this.scene, _this.camera.threeCamera, _this.controls.threeControls);\n\n // Add dat.GUI controls if dev\n if (_config2.default.isDev) {\n new _datGUI2.default(_this, _this.model.obj);\n }\n\n // Everything is now fully loaded\n _config2.default.isLoaded = true;\n _this.container.querySelector('#loading').style.display = 'none';\n };\n });\n\n // Start render which does not wait for model fully loaded\n this.render();\n }\n\n _createClass(Main, [{\n key: 'render',\n value: function render() {\n // Render rStats if Dev\n if (_config2.default.isDev) {\n rS('frame').start();\n glS.start();\n\n rS('rAF').tick();\n rS('FPS').frame();\n\n rS('render').start();\n }\n\n // Call render function and pass in created scene and camera\n this.renderer.render(this.scene, this.camera.threeCamera);\n\n // rStats has finished determining render call now\n if (_config2.default.isDev) {\n rS('render').end(); // render finished\n rS('frame').end(); // frame finished\n\n // Local rStats update\n rS('rStats').start();\n rS().update();\n rS('rStats').end();\n }\n\n // Delta time is sometimes needed for certain updates\n //const delta = this.clock.getDelta();\n\n // Call any vendor or module updates here\n _tween2.default.update();\n this.controls.threeControls.update();\n\n // RAF\n requestAnimationFrame(this.render.bind(this)); // Bind the main class instead of window object\n }\n }]);\n\n return Main;\n}();\n\nexports.default = Main;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/main.js\n ** module id = 5\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/main.js?");
/***/ },
/* 6 */
/***/ function(module, exports, __webpack_require__) {
eval("var __WEBPACK_AMD_DEFINE_FACTORY__, __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;'use strict';var _typeof=typeof Symbol===\"function\"&&typeof Symbol.iterator===\"symbol\"?function(obj){return typeof obj;}:function(obj){return obj&&typeof Symbol===\"function\"&&obj.constructor===Symbol&&obj!==Symbol.prototype?\"symbol\":typeof obj;};(function(global,factory){( false?'undefined':_typeof(exports))==='object'&&typeof module!=='undefined'?factory(exports): true?!(__WEBPACK_AMD_DEFINE_ARRAY__ = [exports], __WEBPACK_AMD_DEFINE_FACTORY__ = (factory), __WEBPACK_AMD_DEFINE_RESULT__ = (typeof __WEBPACK_AMD_DEFINE_FACTORY__ === 'function' ? (__WEBPACK_AMD_DEFINE_FACTORY__.apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__)) : __WEBPACK_AMD_DEFINE_FACTORY__), __WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__)):factory(global.THREE=global.THREE||{});})(undefined,function(exports){'use strict';// Polyfills\nif(Number.EPSILON===undefined){Number.EPSILON=Math.pow(2,-52);}//\nif(Math.sign===undefined){// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\nMath.sign=function(x){return x<0?-1:x>0?1:+x;};}if(Function.prototype.name===undefined){// Missing in IE9-11.\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\nObject.defineProperty(Function.prototype,'name',{get:function get(){return this.toString().match(/^\\s*function\\s*(\\S*)\\s*\\(/)[1];}});}if(Object.assign===undefined){// Missing in IE.\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n(function(){Object.assign=function(target){'use strict';if(target===undefined||target===null){throw new TypeError('Cannot convert undefined or null to object');}var output=Object(target);for(var index=1;index<arguments.length;index++){var source=arguments[index];if(source!==undefined&&source!==null){for(var nextKey in source){if(Object.prototype.hasOwnProperty.call(source,nextKey)){output[nextKey]=source[nextKey];}}}}return output;};})();}/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */function EventDispatcher(){}Object.assign(EventDispatcher.prototype,{addEventListener:function addEventListener(type,listener){if(this._listeners===undefined)this._listeners={};var listeners=this._listeners;if(listeners[type]===undefined){listeners[type]=[];}if(listeners[type].indexOf(listener)===-1){listeners[type].push(listener);}},hasEventListener:function hasEventListener(type,listener){if(this._listeners===undefined)return false;var listeners=this._listeners;if(listeners[type]!==undefined&&listeners[type].indexOf(listener)!==-1){return true;}return false;},removeEventListener:function removeEventListener(type,listener){if(this._listeners===undefined)return;var listeners=this._listeners;var listenerArray=listeners[type];if(listenerArray!==undefined){var index=listenerArray.indexOf(listener);if(index!==-1){listenerArray.splice(index,1);}}},dispatchEvent:function dispatchEvent(event){if(this._listeners===undefined)return;var listeners=this._listeners;var listenerArray=listeners[event.type];if(listenerArray!==undefined){event.target=this;var array=[],i=0;var length=listenerArray.length;for(i=0;i<length;i++){array[i]=listenerArray[i];}for(i=0;i<length;i++){array[i].call(this,event);}}}});var REVISION='81';var MOUSE={LEFT:0,MIDDLE:1,RIGHT:2};var CullFaceNone=0;var CullFaceBack=1;var CullFaceFront=2;var CullFaceFrontBack=3;var FrontFaceDirectionCW=0;var FrontFaceDirectionCCW=1;var BasicShadowMap=0;var PCFShadowMap=1;var PCFSoftShadowMap=2;var FrontSide=0;var BackSide=1;var DoubleSide=2;var FlatShading=1;var SmoothShading=2;var NoColors=0;var FaceColors=1;var VertexColors=2;var NoBlending=0;var NormalBlending=1;var AdditiveBlending=2;var SubtractiveBlending=3;var MultiplyBlending=4;var CustomBlending=5;var BlendingMode={NoBlending:NoBlending,NormalBlending:NormalBlending,AdditiveBlending:AdditiveBlending,SubtractiveBlending:SubtractiveBlending,MultiplyBlending:MultiplyBlending,CustomBlending:CustomBlending};var AddEquation=100;var SubtractEquation=101;var ReverseSubtractEquation=102;var MinEquation=103;var MaxEquation=104;var ZeroFactor=200;var OneFactor=201;var SrcColorFactor=202;var OneMinusSrcColorFactor=203;var SrcAlphaFactor=204;var OneMinusSrcAlphaFactor=205;var DstAlphaFactor=206;var OneMinusDstAlphaFactor=207;var DstColorFactor=208;var OneMinusDstColorFactor=209;var SrcAlphaSaturateFactor=210;var NeverDepth=0;var AlwaysDepth=1;var LessDepth=2;var LessEqualDepth=3;var EqualDepth=4;var GreaterEqualDepth=5;var GreaterDepth=6;var NotEqualDepth=7;var MultiplyOperation=0;var MixOperation=1;var AddOperation=2;var NoToneMapping=0;var LinearToneMapping=1;var ReinhardToneMapping=2;var Uncharted2ToneMapping=3;var CineonToneMapping=4;var UVMapping=300;var CubeReflectionMapping=301;var CubeRefractionMapping=302;var EquirectangularReflectionMapping=303;var EquirectangularRefractionMapping=304;var SphericalReflectionMapping=305;var CubeUVReflectionMapping=306;var CubeUVRefractionMapping=307;var TextureMapping={UVMapping:UVMapping,CubeReflectionMapping:CubeReflectionMapping,CubeRefractionMapping:CubeRefractionMapping,EquirectangularReflectionMapping:EquirectangularReflectionMapping,EquirectangularRefractionMapping:EquirectangularRefractionMapping,SphericalReflectionMapping:SphericalReflectionMapping,CubeUVReflectionMapping:CubeUVReflectionMapping,CubeUVRefractionMapping:CubeUVRefractionMapping};var RepeatWrapping=1000;var ClampToEdgeWrapping=1001;var MirroredRepeatWrapping=1002;var TextureWrapping={RepeatWrapping:RepeatWrapping,ClampToEdgeWrapping:ClampToEdgeWrapping,MirroredRepeatWrapping:MirroredRepeatWrapping};var NearestFilter=1003;var NearestMipMapNearestFilter=1004;var NearestMipMapLinearFilter=1005;var LinearFilter=1006;var LinearMipMapNearestFilter=1007;var LinearMipMapLinearFilter=1008;var TextureFilter={NearestFilter:NearestFilter,NearestMipMapNearestFilter:NearestMipMapNearestFilter,NearestMipMapLinearFilter:NearestMipMapLinearFilter,LinearFilter:LinearFilter,LinearMipMapNearestFilter:LinearMipMapNearestFilter,LinearMipMapLinearFilter:LinearMipMapLinearFilter};var UnsignedByteType=1009;var ByteType=1010;var ShortType=1011;var UnsignedShortType=1012;var IntType=1013;var UnsignedIntType=1014;var FloatType=1015;var HalfFloatType=1016;var UnsignedShort4444Type=1017;var UnsignedShort5551Type=1018;var UnsignedShort565Type=1019;var UnsignedInt248Type=1020;var AlphaFormat=1021;var RGBFormat=1022;var RGBAFormat=1023;var LuminanceFormat=1024;var LuminanceAlphaFormat=1025;var RGBEFormat=RGBAFormat;var DepthFormat=1026;var DepthStencilFormat=1027;var RGB_S3TC_DXT1_Format=2001;var RGBA_S3TC_DXT1_Format=2002;var RGBA_S3TC_DXT3_Format=2003;var RGBA_S3TC_DXT5_Format=2004;var RGB_PVRTC_4BPPV1_Format=2100;var RGB_PVRTC_2BPPV1_Format=2101;var RGBA_PVRTC_4BPPV1_Format=2102;var RGBA_PVRTC_2BPPV1_Format=2103;var RGB_ETC1_Format=2151;var LoopOnce=2200;var LoopRepeat=2201;var LoopPingPong=2202;var InterpolateDiscrete=2300;var InterpolateLinear=2301;var InterpolateSmooth=2302;var ZeroCurvatureEnding=2400;var ZeroSlopeEnding=2401;var WrapAroundEnding=2402;var TrianglesDrawMode=0;var TriangleStripDrawMode=1;var TriangleFanDrawMode=2;var LinearEncoding=3000;var sRGBEncoding=3001;var GammaEncoding=3007;var RGBEEncoding=3002;var LogLuvEncoding=3003;var RGBM7Encoding=3004;var RGBM16Encoding=3005;var RGBDEncoding=3006;var BasicDepthPacking=3200;var RGBADepthPacking=3201;/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */exports.Math={DEG2RAD:Math.PI/180,RAD2DEG:180/Math.PI,generateUUID:function(){// http://www.broofa.com/Tools/Math.uuid.htm\nvar chars='0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');var uuid=new Array(36);var rnd=0,r;return function generateUUID(){for(var i=0;i<36;i++){if(i===8||i===13||i===18||i===23){uuid[i]='-';}else if(i===14){uuid[i]='4';}else{if(rnd<=0x02)rnd=0x2000000+Math.random()*0x1000000|0;r=rnd&0xf;rnd=rnd>>4;uuid[i]=chars[i===19?r&0x3|0x8:r];}}return uuid.join('');};}(),clamp:function clamp(value,min,max){return Math.max(min,Math.min(max,value));},// compute euclidian modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\neuclideanModulo:function euclideanModulo(n,m){return(n%m+m)%m;},// Linear mapping from range <a1, a2> to range <b1, b2>\nmapLinear:function mapLinear(x,a1,a2,b1,b2){return b1+(x-a1)*(b2-b1)/(a2-a1);},// http://en.wikipedia.org/wiki/Smoothstep\nsmoothstep:function smoothstep(x,min,max){if(x<=min)return 0;if(x>=max)return 1;x=(x-min)/(max-min);return x*x*(3-2*x);},smootherstep:function smootherstep(x,min,max){if(x<=min)return 0;if(x>=max)return 1;x=(x-min)/(max-min);return x*x*x*(x*(x*6-15)+10);},random16:function random16(){console.warn('THREE.Math.random16() has been deprecated. Use Math.random() instead.');return Math.random();},// Random integer from <low, high> interval\nrandInt:function randInt(low,high){return low+Math.floor(Math.random()*(high-low+1));},// Random float from <low, high> interval\nrandFloat:function randFloat(low,high){return low+Math.random()*(high-low);},// Random float from <-range/2, range/2> interval\nrandFloatSpread:function randFloatSpread(range){return range*(0.5-Math.random());},degToRad:function degToRad(degrees){return degrees*exports.Math.DEG2RAD;},radToDeg:function radToDeg(radians){return radians*exports.Math.RAD2DEG;},isPowerOfTwo:function isPowerOfTwo(value){return(value&value-1)===0&&value!==0;},nearestPowerOfTwo:function nearestPowerOfTwo(value){return Math.pow(2,Math.round(Math.log(value)/Math.LN2));},nextPowerOfTwo:function nextPowerOfTwo(value){value--;value|=value>>1;value|=value>>2;value|=value>>4;value|=value>>8;value|=value>>16;value++;return value;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */function Vector2(x,y){this.x=x||0;this.y=y||0;}Vector2.prototype={constructor:Vector2,isVector2:true,get width(){return this.x;},set width(value){this.x=value;},get height(){return this.y;},set height(value){this.y=value;},//\nset:function set(x,y){this.x=x;this.y=y;return this;},setScalar:function setScalar(scalar){this.x=scalar;this.y=scalar;return this;},setX:function setX(x){this.x=x;return this;},setY:function setY(y){this.y=y;return this;},setComponent:function setComponent(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;default:throw new Error('index is out of range: '+index);}},getComponent:function getComponent(index){switch(index){case 0:return this.x;case 1:return this.y;default:throw new Error('index is out of range: '+index);}},clone:function clone(){return new this.constructor(this.x,this.y);},copy:function copy(v){this.x=v.x;this.y=v.y;return this;},add:function add(v,w){if(w!==undefined){console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;return this;},addScalar:function addScalar(s){this.x+=s;this.y+=s;return this;},addVectors:function addVectors(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this;},addScaledVector:function addScaledVector(v,s){this.x+=v.x*s;this.y+=v.y*s;return this;},sub:function sub(v,w){if(w!==undefined){console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;return this;},subScalar:function subScalar(s){this.x-=s;this.y-=s;return this;},subVectors:function subVectors(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this;},multiply:function multiply(v){this.x*=v.x;this.y*=v.y;return this;},multiplyScalar:function multiplyScalar(scalar){if(isFinite(scalar)){this.x*=scalar;this.y*=scalar;}else{this.x=0;this.y=0;}return this;},divide:function divide(v){this.x/=v.x;this.y/=v.y;return this;},divideScalar:function divideScalar(scalar){return this.multiplyScalar(1/scalar);},min:function min(v){this.x=Math.min(this.x,v.x);this.y=Math.min(this.y,v.y);return this;},max:function max(v){this.x=Math.max(this.x,v.x);this.y=Math.max(this.y,v.y);return this;},clamp:function clamp(min,max){// This function assumes min < max, if this assumption isn't true it will not operate correctly\nthis.x=Math.max(min.x,Math.min(max.x,this.x));this.y=Math.max(min.y,Math.min(max.y,this.y));return this;},clampScalar:function(){var min,max;return function clampScalar(minVal,maxVal){if(min===undefined){min=new Vector2();max=new Vector2();}min.set(minVal,minVal);max.set(maxVal,maxVal);return this.clamp(min,max);};}(),clampLength:function clampLength(min,max){var length=this.length();return this.multiplyScalar(Math.max(min,Math.min(max,length))/length);},floor:function floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this;},ceil:function ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this;},round:function round(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this;},roundToZero:function roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);return this;},negate:function negate(){this.x=-this.x;this.y=-this.y;return this;},dot:function dot(v){return this.x*v.x+this.y*v.y;},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y;},length:function length(){return Math.sqrt(this.x*this.x+this.y*this.y);},lengthManhattan:function lengthManhattan(){return Math.abs(this.x)+Math.abs(this.y);},normalize:function normalize(){return this.divideScalar(this.length());},angle:function angle(){// computes the angle in radians with respect to the positive x-axis\nvar angle=Math.atan2(this.y,this.x);if(angle<0)angle+=2*Math.PI;return angle;},distanceTo:function distanceTo(v){return Math.sqrt(this.distanceToSquared(v));},distanceToSquared:function distanceToSquared(v){var dx=this.x-v.x,dy=this.y-v.y;return dx*dx+dy*dy;},distanceToManhattan:function distanceToManhattan(v){return Math.abs(this.x-v.x)+Math.abs(this.y-v.y);},setLength:function setLength(length){return this.multiplyScalar(length/this.length());},lerp:function lerp(v,alpha){this.x+=(v.x-this.x)*alpha;this.y+=(v.y-this.y)*alpha;return this;},lerpVectors:function lerpVectors(v1,v2,alpha){return this.subVectors(v2,v1).multiplyScalar(alpha).add(v1);},equals:function equals(v){return v.x===this.x&&v.y===this.y;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;this.x=array[offset];this.y=array[offset+1];return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.x;array[offset+1]=this.y;return array;},fromAttribute:function fromAttribute(attribute,index,offset){if(offset===undefined)offset=0;index=index*attribute.itemSize+offset;this.x=attribute.array[index];this.y=attribute.array[index+1];return this;},rotateAround:function rotateAround(center,angle){var c=Math.cos(angle),s=Math.sin(angle);var x=this.x-center.x;var y=this.y-center.y;this.x=x*c-y*s+center.x;this.y=x*s+y*c+center.y;return this;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */function Texture(image,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding){Object.defineProperty(this,'id',{value:TextureIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.sourceFile='';this.image=image!==undefined?image:Texture.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=mapping!==undefined?mapping:Texture.DEFAULT_MAPPING;this.wrapS=wrapS!==undefined?wrapS:ClampToEdgeWrapping;this.wrapT=wrapT!==undefined?wrapT:ClampToEdgeWrapping;this.magFilter=magFilter!==undefined?magFilter:LinearFilter;this.minFilter=minFilter!==undefined?minFilter:LinearMipMapLinearFilter;this.anisotropy=anisotropy!==undefined?anisotropy:1;this.format=format!==undefined?format:RGBAFormat;this.type=type!==undefined?type:UnsignedByteType;this.offset=new Vector2(0,0);this.repeat=new Vector2(1,1);this.generateMipmaps=true;this.premultiplyAlpha=false;this.flipY=true;this.unpackAlignment=4;// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n//\n// Also changing the encoding after already used by a Material will not automatically make the Material\n// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\nthis.encoding=encoding!==undefined?encoding:LinearEncoding;this.version=0;this.onUpdate=null;}Texture.DEFAULT_IMAGE=undefined;Texture.DEFAULT_MAPPING=UVMapping;Texture.prototype={constructor:Texture,isTexture:true,set needsUpdate(value){if(value===true)this.version++;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(source){this.image=source.image;this.mipmaps=source.mipmaps.slice(0);this.mapping=source.mapping;this.wrapS=source.wrapS;this.wrapT=source.wrapT;this.magFilter=source.magFilter;this.minFilter=source.minFilter;this.anisotropy=source.anisotropy;this.format=source.format;this.type=source.type;this.offset.copy(source.offset);this.repeat.copy(source.repeat);this.generateMipmaps=source.generateMipmaps;this.premultiplyAlpha=source.premultiplyAlpha;this.flipY=source.flipY;this.unpackAlignment=source.unpackAlignment;this.encoding=source.encoding;return this;},toJSON:function toJSON(meta){if(meta.textures[this.uuid]!==undefined){return meta.textures[this.uuid];}function getDataURL(image){var canvas;if(image.toDataURL!==undefined){canvas=image;}else{canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');canvas.width=image.width;canvas.height=image.height;canvas.getContext('2d').drawImage(image,0,0,image.width,image.height);}if(canvas.width>2048||canvas.height>2048){return canvas.toDataURL('image/jpeg',0.6);}else{return canvas.toDataURL('image/png');}}var output={metadata:{version:4.4,type:'Texture',generator:'Texture.toJSON'},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],wrap:[this.wrapS,this.wrapT],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(this.image!==undefined){// TODO: Move to THREE.Image\nvar image=this.image;if(image.uuid===undefined){image.uuid=exports.Math.generateUUID();// UGH\n}if(meta.images[image.uuid]===undefined){meta.images[image.uuid]={uuid:image.uuid,url:getDataURL(image)};}output.image=image.uuid;}meta.textures[this.uuid]=output;return output;},dispose:function dispose(){this.dispatchEvent({type:'dispose'});},transformUv:function transformUv(uv){if(this.mapping!==UVMapping)return;uv.multiply(this.repeat);uv.add(this.offset);if(uv.x<0||uv.x>1){switch(this.wrapS){case RepeatWrapping:uv.x=uv.x-Math.floor(uv.x);break;case ClampToEdgeWrapping:uv.x=uv.x<0?0:1;break;case MirroredRepeatWrapping:if(Math.abs(Math.floor(uv.x)%2)===1){uv.x=Math.ceil(uv.x)-uv.x;}else{uv.x=uv.x-Math.floor(uv.x);}break;}}if(uv.y<0||uv.y>1){switch(this.wrapT){case RepeatWrapping:uv.y=uv.y-Math.floor(uv.y);break;case ClampToEdgeWrapping:uv.y=uv.y<0?0:1;break;case MirroredRepeatWrapping:if(Math.abs(Math.floor(uv.y)%2)===1){uv.y=Math.ceil(uv.y)-uv.y;}else{uv.y=uv.y-Math.floor(uv.y);}break;}}if(this.flipY){uv.y=1-uv.y;}}};Object.assign(Texture.prototype,EventDispatcher.prototype);var count=0;function TextureIdCount(){return count++;};/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */function Vector4(x,y,z,w){this.x=x||0;this.y=y||0;this.z=z||0;this.w=w!==undefined?w:1;}Vector4.prototype={constructor:Vector4,isVector4:true,set:function set(x,y,z,w){this.x=x;this.y=y;this.z=z;this.w=w;return this;},setScalar:function setScalar(scalar){this.x=scalar;this.y=scalar;this.z=scalar;this.w=scalar;return this;},setX:function setX(x){this.x=x;return this;},setY:function setY(y){this.y=y;return this;},setZ:function setZ(z){this.z=z;return this;},setW:function setW(w){this.w=w;return this;},setComponent:function setComponent(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;case 2:this.z=value;break;case 3:this.w=value;break;default:throw new Error('index is out of range: '+index);}},getComponent:function getComponent(index){switch(index){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error('index is out of range: '+index);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z,this.w);},copy:function copy(v){this.x=v.x;this.y=v.y;this.z=v.z;this.w=v.w!==undefined?v.w:1;return this;},add:function add(v,w){if(w!==undefined){console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;this.z+=v.z;this.w+=v.w;return this;},addScalar:function addScalar(s){this.x+=s;this.y+=s;this.z+=s;this.w+=s;return this;},addVectors:function addVectors(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this;},addScaledVector:function addScaledVector(v,s){this.x+=v.x*s;this.y+=v.y*s;this.z+=v.z*s;this.w+=v.w*s;return this;},sub:function sub(v,w){if(w!==undefined){console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;this.z-=v.z;this.w-=v.w;return this;},subScalar:function subScalar(s){this.x-=s;this.y-=s;this.z-=s;this.w-=s;return this;},subVectors:function subVectors(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this;},multiplyScalar:function multiplyScalar(scalar){if(isFinite(scalar)){this.x*=scalar;this.y*=scalar;this.z*=scalar;this.w*=scalar;}else{this.x=0;this.y=0;this.z=0;this.w=0;}return this;},applyMatrix4:function applyMatrix4(m){var x=this.x,y=this.y,z=this.z,w=this.w;var e=m.elements;this.x=e[0]*x+e[4]*y+e[8]*z+e[12]*w;this.y=e[1]*x+e[5]*y+e[9]*z+e[13]*w;this.z=e[2]*x+e[6]*y+e[10]*z+e[14]*w;this.w=e[3]*x+e[7]*y+e[11]*z+e[15]*w;return this;},divideScalar:function divideScalar(scalar){return this.multiplyScalar(1/scalar);},setAxisAngleFromQuaternion:function setAxisAngleFromQuaternion(q){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n// q is assumed to be normalized\nthis.w=2*Math.acos(q.w);var s=Math.sqrt(1-q.w*q.w);if(s<0.0001){this.x=1;this.y=0;this.z=0;}else{this.x=q.x/s;this.y=q.y/s;this.z=q.z/s;}return this;},setAxisAngleFromRotationMatrix:function setAxisAngleFromRotationMatrix(m){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\nvar angle,x,y,z,// variables for result\nepsilon=0.01,// margin to allow for rounding errors\nepsilon2=0.1,// margin to distinguish between 0 and 180 degrees\nte=m.elements,m11=te[0],m12=te[4],m13=te[8],m21=te[1],m22=te[5],m23=te[9],m31=te[2],m32=te[6],m33=te[10];if(Math.abs(m12-m21)<epsilon&&Math.abs(m13-m31)<epsilon&&Math.abs(m23-m32)<epsilon){// singularity found\n// first check for identity matrix which must have +1 for all terms\n// in leading diagonal and zero in other terms\nif(Math.abs(m12+m21)<epsilon2&&Math.abs(m13+m31)<epsilon2&&Math.abs(m23+m32)<epsilon2&&Math.abs(m11+m22+m33-3)<epsilon2){// this singularity is identity matrix so angle = 0\nthis.set(1,0,0,0);return this;// zero angle, arbitrary axis\n}// otherwise this singularity is angle = 180\nangle=Math.PI;var xx=(m11+1)/2;var yy=(m22+1)/2;var zz=(m33+1)/2;var xy=(m12+m21)/4;var xz=(m13+m31)/4;var yz=(m23+m32)/4;if(xx>yy&&xx>zz){// m11 is the largest diagonal term\nif(xx<epsilon){x=0;y=0.707106781;z=0.707106781;}else{x=Math.sqrt(xx);y=xy/x;z=xz/x;}}else if(yy>zz){// m22 is the largest diagonal term\nif(yy<epsilon){x=0.707106781;y=0;z=0.707106781;}else{y=Math.sqrt(yy);x=xy/y;z=yz/y;}}else{// m33 is the largest diagonal term so base result on this\nif(zz<epsilon){x=0.707106781;y=0.707106781;z=0;}else{z=Math.sqrt(zz);x=xz/z;y=yz/z;}}this.set(x,y,z,angle);return this;// return 180 deg rotation\n}// as we have reached here there are no singularities so we can handle normally\nvar s=Math.sqrt((m32-m23)*(m32-m23)+(m13-m31)*(m13-m31)+(m21-m12)*(m21-m12));// used to normalize\nif(Math.abs(s)<0.001)s=1;// prevent divide by zero, should not happen if matrix is orthogonal and should be\n// caught by singularity test above, but I've left it in just in case\nthis.x=(m32-m23)/s;this.y=(m13-m31)/s;this.z=(m21-m12)/s;this.w=Math.acos((m11+m22+m33-1)/2);return this;},min:function min(v){this.x=Math.min(this.x,v.x);this.y=Math.min(this.y,v.y);this.z=Math.min(this.z,v.z);this.w=Math.min(this.w,v.w);return this;},max:function max(v){this.x=Math.max(this.x,v.x);this.y=Math.max(this.y,v.y);this.z=Math.max(this.z,v.z);this.w=Math.max(this.w,v.w);return this;},clamp:function clamp(min,max){// This function assumes min < max, if this assumption isn't true it will not operate correctly\nthis.x=Math.max(min.x,Math.min(max.x,this.x));this.y=Math.max(min.y,Math.min(max.y,this.y));this.z=Math.max(min.z,Math.min(max.z,this.z));this.w=Math.max(min.w,Math.min(max.w,this.w));return this;},clampScalar:function(){var min,max;return function clampScalar(minVal,maxVal){if(min===undefined){min=new Vector4();max=new Vector4();}min.set(minVal,minVal,minVal,minVal);max.set(maxVal,maxVal,maxVal,maxVal);return this.clamp(min,max);};}(),floor:function floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this;},ceil:function ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this;},round:function round(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this;},roundToZero:function roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z);this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w);return this;},negate:function negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this;},dot:function dot(v){return this.x*v.x+this.y*v.y+this.z*v.z+this.w*v.w;},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w;},length:function length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);},lengthManhattan:function lengthManhattan(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w);},normalize:function normalize(){return this.divideScalar(this.length());},setLength:function setLength(length){return this.multiplyScalar(length/this.length());},lerp:function lerp(v,alpha){this.x+=(v.x-this.x)*alpha;this.y+=(v.y-this.y)*alpha;this.z+=(v.z-this.z)*alpha;this.w+=(v.w-this.w)*alpha;return this;},lerpVectors:function lerpVectors(v1,v2,alpha){return this.subVectors(v2,v1).multiplyScalar(alpha).add(v1);},equals:function equals(v){return v.x===this.x&&v.y===this.y&&v.z===this.z&&v.w===this.w;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;this.x=array[offset];this.y=array[offset+1];this.z=array[offset+2];this.w=array[offset+3];return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.x;array[offset+1]=this.y;array[offset+2]=this.z;array[offset+3]=this.w;return array;},fromAttribute:function fromAttribute(attribute,index,offset){if(offset===undefined)offset=0;index=index*attribute.itemSize+offset;this.x=attribute.array[index];this.y=attribute.array[index+1];this.z=attribute.array[index+2];this.w=attribute.array[index+3];return this;}};/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\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 */function WebGLRenderTarget(width,height,options){this.uuid=exports.Math.generateUUID();this.width=width;this.height=height;this.scissor=new Vector4(0,0,width,height);this.scissorTest=false;this.viewport=new Vector4(0,0,width,height);options=options||{};if(options.minFilter===undefined)options.minFilter=LinearFilter;this.texture=new Texture(undefined,undefined,options.wrapS,options.wrapT,options.magFilter,options.minFilter,options.format,options.type,options.anisotropy,options.encoding);this.depthBuffer=options.depthBuffer!==undefined?options.depthBuffer:true;this.stencilBuffer=options.stencilBuffer!==undefined?options.stencilBuffer:true;this.depthTexture=options.depthTexture!==undefined?options.depthTexture:null;}Object.assign(WebGLRenderTarget.prototype,EventDispatcher.prototype,{isWebGLRenderTarget:true,setSize:function setSize(width,height){if(this.width!==width||this.height!==height){this.width=width;this.height=height;this.dispose();}this.viewport.set(0,0,width,height);this.scissor.set(0,0,width,height);},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(source){this.width=source.width;this.height=source.height;this.viewport.copy(source.viewport);this.texture=source.texture.clone();this.depthBuffer=source.depthBuffer;this.stencilBuffer=source.stencilBuffer;this.depthTexture=source.depthTexture;return this;},dispose:function dispose(){this.dispatchEvent({type:'dispose'});}});/**\n * @author alteredq / http://alteredqualia.com\n */function WebGLRenderTargetCube(width,height,options){WebGLRenderTarget.call(this,width,height,options);this.activeCubeFace=0;// PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5\nthis.activeMipMapLevel=0;}WebGLRenderTargetCube.prototype=Object.create(WebGLRenderTarget.prototype);WebGLRenderTargetCube.prototype.constructor=WebGLRenderTargetCube;WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube=true;/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */function Quaternion(x,y,z,w){this._x=x||0;this._y=y||0;this._z=z||0;this._w=w!==undefined?w:1;}Quaternion.prototype={constructor:Quaternion,get x(){return this._x;},set x(value){this._x=value;this.onChangeCallback();},get y(){return this._y;},set y(value){this._y=value;this.onChangeCallback();},get z(){return this._z;},set z(value){this._z=value;this.onChangeCallback();},get w(){return this._w;},set w(value){this._w=value;this.onChangeCallback();},set:function set(x,y,z,w){this._x=x;this._y=y;this._z=z;this._w=w;this.onChangeCallback();return this;},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._w);},copy:function copy(quaternion){this._x=quaternion.x;this._y=quaternion.y;this._z=quaternion.z;this._w=quaternion.w;this.onChangeCallback();return this;},setFromEuler:function setFromEuler(euler,update){if((euler&&euler.isEuler)===false){throw new Error('THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.');}// http://www.mathworks.com/matlabcentral/fileexchange/\n// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n//\tcontent/SpinCalc.m\nvar c1=Math.cos(euler._x/2);var c2=Math.cos(euler._y/2);var c3=Math.cos(euler._z/2);var s1=Math.sin(euler._x/2);var s2=Math.sin(euler._y/2);var s3=Math.sin(euler._z/2);var order=euler.order;if(order==='XYZ'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='YXZ'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}else if(order==='ZXY'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='ZYX'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}else if(order==='YZX'){this._x=s1*c2*c3+c1*s2*s3;this._y=c1*s2*c3+s1*c2*s3;this._z=c1*c2*s3-s1*s2*c3;this._w=c1*c2*c3-s1*s2*s3;}else if(order==='XZY'){this._x=s1*c2*c3-c1*s2*s3;this._y=c1*s2*c3-s1*c2*s3;this._z=c1*c2*s3+s1*s2*c3;this._w=c1*c2*c3+s1*s2*s3;}if(update!==false)this.onChangeCallback();return this;},setFromAxisAngle:function setFromAxisAngle(axis,angle){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n// assumes axis is normalized\nvar halfAngle=angle/2,s=Math.sin(halfAngle);this._x=axis.x*s;this._y=axis.y*s;this._z=axis.z*s;this._w=Math.cos(halfAngle);this.onChangeCallback();return this;},setFromRotationMatrix:function setFromRotationMatrix(m){// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\nvar te=m.elements,m11=te[0],m12=te[4],m13=te[8],m21=te[1],m22=te[5],m23=te[9],m31=te[2],m32=te[6],m33=te[10],trace=m11+m22+m33,s;if(trace>0){s=0.5/Math.sqrt(trace+1.0);this._w=0.25/s;this._x=(m32-m23)*s;this._y=(m13-m31)*s;this._z=(m21-m12)*s;}else if(m11>m22&&m11>m33){s=2.0*Math.sqrt(1.0+m11-m22-m33);this._w=(m32-m23)/s;this._x=0.25*s;this._y=(m12+m21)/s;this._z=(m13+m31)/s;}else if(m22>m33){s=2.0*Math.sqrt(1.0+m22-m11-m33);this._w=(m13-m31)/s;this._x=(m12+m21)/s;this._y=0.25*s;this._z=(m23+m32)/s;}else{s=2.0*Math.sqrt(1.0+m33-m11-m22);this._w=(m21-m12)/s;this._x=(m13+m31)/s;this._y=(m23+m32)/s;this._z=0.25*s;}this.onChangeCallback();return this;},setFromUnitVectors:function(){// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final\n// assumes direction vectors vFrom and vTo are normalized\nvar v1,r;var EPS=0.000001;return function setFromUnitVectors(vFrom,vTo){if(v1===undefined)v1=new Vector3();r=vFrom.dot(vTo)+1;if(r<EPS){r=0;if(Math.abs(vFrom.x)>Math.abs(vFrom.z)){v1.set(-vFrom.y,vFrom.x,0);}else{v1.set(0,-vFrom.z,vFrom.y);}}else{v1.crossVectors(vFrom,vTo);}this._x=v1.x;this._y=v1.y;this._z=v1.z;this._w=r;return this.normalize();};}(),inverse:function inverse(){return this.conjugate().normalize();},conjugate:function conjugate(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this;},dot:function dot(v){return this._x*v._x+this._y*v._y+this._z*v._z+this._w*v._w;},lengthSq:function lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w;},length:function length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w);},normalize:function normalize(){var l=this.length();if(l===0){this._x=0;this._y=0;this._z=0;this._w=1;}else{l=1/l;this._x=this._x*l;this._y=this._y*l;this._z=this._z*l;this._w=this._w*l;}this.onChangeCallback();return this;},multiply:function multiply(q,p){if(p!==undefined){console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');return this.multiplyQuaternions(q,p);}return this.multiplyQuaternions(this,q);},premultiply:function premultiply(q){return this.multiplyQuaternions(q,this);},multiplyQuaternions:function multiplyQuaternions(a,b){// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\nvar qax=a._x,qay=a._y,qaz=a._z,qaw=a._w;var qbx=b._x,qby=b._y,qbz=b._z,qbw=b._w;this._x=qax*qbw+qaw*qbx+qay*qbz-qaz*qby;this._y=qay*qbw+qaw*qby+qaz*qbx-qax*qbz;this._z=qaz*qbw+qaw*qbz+qax*qby-qay*qbx;this._w=qaw*qbw-qax*qbx-qay*qby-qaz*qbz;this.onChangeCallback();return this;},slerp:function slerp(qb,t){if(t===0)return this;if(t===1)return this.copy(qb);var x=this._x,y=this._y,z=this._z,w=this._w;// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\nvar cosHalfTheta=w*qb._w+x*qb._x+y*qb._y+z*qb._z;if(cosHalfTheta<0){this._w=-qb._w;this._x=-qb._x;this._y=-qb._y;this._z=-qb._z;cosHalfTheta=-cosHalfTheta;}else{this.copy(qb);}if(cosHalfTheta>=1.0){this._w=w;this._x=x;this._y=y;this._z=z;return this;}var sinHalfTheta=Math.sqrt(1.0-cosHalfTheta*cosHalfTheta);if(Math.abs(sinHalfTheta)<0.001){this._w=0.5*(w+this._w);this._x=0.5*(x+this._x);this._y=0.5*(y+this._y);this._z=0.5*(z+this._z);return this;}var halfTheta=Math.atan2(sinHalfTheta,cosHalfTheta);var ratioA=Math.sin((1-t)*halfTheta)/sinHalfTheta,ratioB=Math.sin(t*halfTheta)/sinHalfTheta;this._w=w*ratioA+this._w*ratioB;this._x=x*ratioA+this._x*ratioB;this._y=y*ratioA+this._y*ratioB;this._z=z*ratioA+this._z*ratioB;this.onChangeCallback();return this;},equals:function equals(quaternion){return quaternion._x===this._x&&quaternion._y===this._y&&quaternion._z===this._z&&quaternion._w===this._w;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;this._x=array[offset];this._y=array[offset+1];this._z=array[offset+2];this._w=array[offset+3];this.onChangeCallback();return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this._x;array[offset+1]=this._y;array[offset+2]=this._z;array[offset+3]=this._w;return array;},onChange:function onChange(callback){this.onChangeCallback=callback;return this;},onChangeCallback:function onChangeCallback(){}};Object.assign(Quaternion,{slerp:function slerp(qa,qb,qm,t){return qm.copy(qa).slerp(qb,t);},slerpFlat:function slerpFlat(dst,dstOffset,src0,srcOffset0,src1,srcOffset1,t){// fuzz-free, array-based Quaternion SLERP operation\nvar x0=src0[srcOffset0+0],y0=src0[srcOffset0+1],z0=src0[srcOffset0+2],w0=src0[srcOffset0+3],x1=src1[srcOffset1+0],y1=src1[srcOffset1+1],z1=src1[srcOffset1+2],w1=src1[srcOffset1+3];if(w0!==w1||x0!==x1||y0!==y1||z0!==z1){var s=1-t,cos=x0*x1+y0*y1+z0*z1+w0*w1,dir=cos>=0?1:-1,sqrSin=1-cos*cos;// Skip the Slerp for tiny steps to avoid numeric problems:\nif(sqrSin>Number.EPSILON){var sin=Math.sqrt(sqrSin),len=Math.atan2(sin,cos*dir);s=Math.sin(s*len)/sin;t=Math.sin(t*len)/sin;}var tDir=t*dir;x0=x0*s+x1*tDir;y0=y0*s+y1*tDir;z0=z0*s+z1*tDir;w0=w0*s+w1*tDir;// Normalize in case we just did a lerp:\nif(s===1-t){var f=1/Math.sqrt(x0*x0+y0*y0+z0*z0+w0*w0);x0*=f;y0*=f;z0*=f;w0*=f;}}dst[dstOffset]=x0;dst[dstOffset+1]=y0;dst[dstOffset+2]=z0;dst[dstOffset+3]=w0;}});/**\n * @author mrdoob / http://mrdoob.com/\n * @author *kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */function Vector3(x,y,z){this.x=x||0;this.y=y||0;this.z=z||0;}Vector3.prototype={constructor:Vector3,isVector3:true,set:function set(x,y,z){this.x=x;this.y=y;this.z=z;return this;},setScalar:function setScalar(scalar){this.x=scalar;this.y=scalar;this.z=scalar;return this;},setX:function setX(x){this.x=x;return this;},setY:function setY(y){this.y=y;return this;},setZ:function setZ(z){this.z=z;return this;},setComponent:function setComponent(index,value){switch(index){case 0:this.x=value;break;case 1:this.y=value;break;case 2:this.z=value;break;default:throw new Error('index is out of range: '+index);}},getComponent:function getComponent(index){switch(index){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error('index is out of range: '+index);}},clone:function clone(){return new this.constructor(this.x,this.y,this.z);},copy:function copy(v){this.x=v.x;this.y=v.y;this.z=v.z;return this;},add:function add(v,w){if(w!==undefined){console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');return this.addVectors(v,w);}this.x+=v.x;this.y+=v.y;this.z+=v.z;return this;},addScalar:function addScalar(s){this.x+=s;this.y+=s;this.z+=s;return this;},addVectors:function addVectors(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this;},addScaledVector:function addScaledVector(v,s){this.x+=v.x*s;this.y+=v.y*s;this.z+=v.z*s;return this;},sub:function sub(v,w){if(w!==undefined){console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');return this.subVectors(v,w);}this.x-=v.x;this.y-=v.y;this.z-=v.z;return this;},subScalar:function subScalar(s){this.x-=s;this.y-=s;this.z-=s;return this;},subVectors:function subVectors(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this;},multiply:function multiply(v,w){if(w!==undefined){console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');return this.multiplyVectors(v,w);}this.x*=v.x;this.y*=v.y;this.z*=v.z;return this;},multiplyScalar:function multiplyScalar(scalar){if(isFinite(scalar)){this.x*=scalar;this.y*=scalar;this.z*=scalar;}else{this.x=0;this.y=0;this.z=0;}return this;},multiplyVectors:function multiplyVectors(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this;},applyEuler:function(){var quaternion;return function applyEuler(euler){if((euler&&euler.isEuler)===false){console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');}if(quaternion===undefined)quaternion=new Quaternion();return this.applyQuaternion(quaternion.setFromEuler(euler));};}(),applyAxisAngle:function(){var quaternion;return function applyAxisAngle(axis,angle){if(quaternion===undefined)quaternion=new Quaternion();return this.applyQuaternion(quaternion.setFromAxisAngle(axis,angle));};}(),applyMatrix3:function applyMatrix3(m){var x=this.x,y=this.y,z=this.z;var e=m.elements;this.x=e[0]*x+e[3]*y+e[6]*z;this.y=e[1]*x+e[4]*y+e[7]*z;this.z=e[2]*x+e[5]*y+e[8]*z;return this;},applyMatrix4:function applyMatrix4(m){// input: THREE.Matrix4 affine matrix\nvar x=this.x,y=this.y,z=this.z;var e=m.elements;this.x=e[0]*x+e[4]*y+e[8]*z+e[12];this.y=e[1]*x+e[5]*y+e[9]*z+e[13];this.z=e[2]*x+e[6]*y+e[10]*z+e[14];return this;},applyProjection:function applyProjection(m){// input: THREE.Matrix4 projection matrix\nvar x=this.x,y=this.y,z=this.z;var e=m.elements;var d=1/(e[3]*x+e[7]*y+e[11]*z+e[15]);// perspective divide\nthis.x=(e[0]*x+e[4]*y+e[8]*z+e[12])*d;this.y=(e[1]*x+e[5]*y+e[9]*z+e[13])*d;this.z=(e[2]*x+e[6]*y+e[10]*z+e[14])*d;return this;},applyQuaternion:function applyQuaternion(q){var x=this.x,y=this.y,z=this.z;var qx=q.x,qy=q.y,qz=q.z,qw=q.w;// calculate quat * vector\nvar ix=qw*x+qy*z-qz*y;var iy=qw*y+qz*x-qx*z;var iz=qw*z+qx*y-qy*x;var iw=-qx*x-qy*y-qz*z;// calculate result * inverse quat\nthis.x=ix*qw+iw*-qx+iy*-qz-iz*-qy;this.y=iy*qw+iw*-qy+iz*-qx-ix*-qz;this.z=iz*qw+iw*-qz+ix*-qy-iy*-qx;return this;},project:function(){var matrix;return function project(camera){if(matrix===undefined)matrix=new Matrix4();matrix.multiplyMatrices(camera.projectionMatrix,matrix.getInverse(camera.matrixWorld));return this.applyProjection(matrix);};}(),unproject:function(){var matrix;return function unproject(camera){if(matrix===undefined)matrix=new Matrix4();matrix.multiplyMatrices(camera.matrixWorld,matrix.getInverse(camera.projectionMatrix));return this.applyProjection(matrix);};}(),transformDirection:function transformDirection(m){// input: THREE.Matrix4 affine matrix\n// vector interpreted as a direction\nvar x=this.x,y=this.y,z=this.z;var e=m.elements;this.x=e[0]*x+e[4]*y+e[8]*z;this.y=e[1]*x+e[5]*y+e[9]*z;this.z=e[2]*x+e[6]*y+e[10]*z;return this.normalize();},divide:function divide(v){this.x/=v.x;this.y/=v.y;this.z/=v.z;return this;},divideScalar:function divideScalar(scalar){return this.multiplyScalar(1/scalar);},min:function min(v){this.x=Math.min(this.x,v.x);this.y=Math.min(this.y,v.y);this.z=Math.min(this.z,v.z);return this;},max:function max(v){this.x=Math.max(this.x,v.x);this.y=Math.max(this.y,v.y);this.z=Math.max(this.z,v.z);return this;},clamp:function clamp(min,max){// This function assumes min < max, if this assumption isn't true it will not operate correctly\nthis.x=Math.max(min.x,Math.min(max.x,this.x));this.y=Math.max(min.y,Math.min(max.y,this.y));this.z=Math.max(min.z,Math.min(max.z,this.z));return this;},clampScalar:function(){var min,max;return function clampScalar(minVal,maxVal){if(min===undefined){min=new Vector3();max=new Vector3();}min.set(minVal,minVal,minVal);max.set(maxVal,maxVal,maxVal);return this.clamp(min,max);};}(),clampLength:function clampLength(min,max){var length=this.length();return this.multiplyScalar(Math.max(min,Math.min(max,length))/length);},floor:function floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this;},ceil:function ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this;},round:function round(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this;},roundToZero:function roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z);return this;},negate:function negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this;},dot:function dot(v){return this.x*v.x+this.y*v.y+this.z*v.z;},lengthSq:function lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z;},length:function length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);},lengthManhattan:function lengthManhattan(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z);},normalize:function normalize(){return this.divideScalar(this.length());},setLength:function setLength(length){return this.multiplyScalar(length/this.length());},lerp:function lerp(v,alpha){this.x+=(v.x-this.x)*alpha;this.y+=(v.y-this.y)*alpha;this.z+=(v.z-this.z)*alpha;return this;},lerpVectors:function lerpVectors(v1,v2,alpha){return this.subVectors(v2,v1).multiplyScalar(alpha).add(v1);},cross:function cross(v,w){if(w!==undefined){console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');return this.crossVectors(v,w);}var x=this.x,y=this.y,z=this.z;this.x=y*v.z-z*v.y;this.y=z*v.x-x*v.z;this.z=x*v.y-y*v.x;return this;},crossVectors:function crossVectors(a,b){var ax=a.x,ay=a.y,az=a.z;var bx=b.x,by=b.y,bz=b.z;this.x=ay*bz-az*by;this.y=az*bx-ax*bz;this.z=ax*by-ay*bx;return this;},projectOnVector:function projectOnVector(vector){var scalar=vector.dot(this)/vector.lengthSq();return this.copy(vector).multiplyScalar(scalar);},projectOnPlane:function(){var v1;return function projectOnPlane(planeNormal){if(v1===undefined)v1=new Vector3();v1.copy(this).projectOnVector(planeNormal);return this.sub(v1);};}(),reflect:function(){// reflect incident vector off plane orthogonal to normal\n// normal is assumed to have unit length\nvar v1;return function reflect(normal){if(v1===undefined)v1=new Vector3();return this.sub(v1.copy(normal).multiplyScalar(2*this.dot(normal)));};}(),angleTo:function angleTo(v){var theta=this.dot(v)/Math.sqrt(this.lengthSq()*v.lengthSq());// clamp, to handle numerical problems\nreturn Math.acos(exports.Math.clamp(theta,-1,1));},distanceTo:function distanceTo(v){return Math.sqrt(this.distanceToSquared(v));},distanceToSquared:function distanceToSquared(v){var dx=this.x-v.x,dy=this.y-v.y,dz=this.z-v.z;return dx*dx+dy*dy+dz*dz;},distanceToManhattan:function distanceToManhattan(v){return Math.abs(this.x-v.x)+Math.abs(this.y-v.y)+Math.abs(this.z-v.z);},setFromSpherical:function setFromSpherical(s){var sinPhiRadius=Math.sin(s.phi)*s.radius;this.x=sinPhiRadius*Math.sin(s.theta);this.y=Math.cos(s.phi)*s.radius;this.z=sinPhiRadius*Math.cos(s.theta);return this;},setFromMatrixPosition:function setFromMatrixPosition(m){return this.setFromMatrixColumn(m,3);},setFromMatrixScale:function setFromMatrixScale(m){var sx=this.setFromMatrixColumn(m,0).length();var sy=this.setFromMatrixColumn(m,1).length();var sz=this.setFromMatrixColumn(m,2).length();this.x=sx;this.y=sy;this.z=sz;return this;},setFromMatrixColumn:function setFromMatrixColumn(m,index){if(typeof m==='number'){console.warn('THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).');var temp=m;m=index;index=temp;}return this.fromArray(m.elements,index*4);},equals:function equals(v){return v.x===this.x&&v.y===this.y&&v.z===this.z;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;this.x=array[offset];this.y=array[offset+1];this.z=array[offset+2];return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.x;array[offset+1]=this.y;array[offset+2]=this.z;return array;},fromAttribute:function fromAttribute(attribute,index,offset){if(offset===undefined)offset=0;index=index*attribute.itemSize+offset;this.x=attribute.array[index];this.y=attribute.array[index+1];this.z=attribute.array[index+2];return this;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */function Matrix4(){this.elements=new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]);if(arguments.length>0){console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');}}Matrix4.prototype={constructor:Matrix4,isMatrix4:true,set:function set(n11,n12,n13,n14,n21,n22,n23,n24,n31,n32,n33,n34,n41,n42,n43,n44){var te=this.elements;te[0]=n11;te[4]=n12;te[8]=n13;te[12]=n14;te[1]=n21;te[5]=n22;te[9]=n23;te[13]=n24;te[2]=n31;te[6]=n32;te[10]=n33;te[14]=n34;te[3]=n41;te[7]=n42;te[11]=n43;te[15]=n44;return this;},identity:function identity(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this;},clone:function clone(){return new Matrix4().fromArray(this.elements);},copy:function copy(m){this.elements.set(m.elements);return this;},copyPosition:function copyPosition(m){var te=this.elements;var me=m.elements;te[12]=me[12];te[13]=me[13];te[14]=me[14];return this;},extractBasis:function extractBasis(xAxis,yAxis,zAxis){xAxis.setFromMatrixColumn(this,0);yAxis.setFromMatrixColumn(this,1);zAxis.setFromMatrixColumn(this,2);return this;},makeBasis:function makeBasis(xAxis,yAxis,zAxis){this.set(xAxis.x,yAxis.x,zAxis.x,0,xAxis.y,yAxis.y,zAxis.y,0,xAxis.z,yAxis.z,zAxis.z,0,0,0,0,1);return this;},extractRotation:function(){var v1;return function extractRotation(m){if(v1===undefined)v1=new Vector3();var te=this.elements;var me=m.elements;var scaleX=1/v1.setFromMatrixColumn(m,0).length();var scaleY=1/v1.setFromMatrixColumn(m,1).length();var scaleZ=1/v1.setFromMatrixColumn(m,2).length();te[0]=me[0]*scaleX;te[1]=me[1]*scaleX;te[2]=me[2]*scaleX;te[4]=me[4]*scaleY;te[5]=me[5]*scaleY;te[6]=me[6]*scaleY;te[8]=me[8]*scaleZ;te[9]=me[9]*scaleZ;te[10]=me[10]*scaleZ;return this;};}(),makeRotationFromEuler:function makeRotationFromEuler(euler){if((euler&&euler.isEuler)===false){console.error('THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');}var te=this.elements;var x=euler.x,y=euler.y,z=euler.z;var a=Math.cos(x),b=Math.sin(x);var c=Math.cos(y),d=Math.sin(y);var e=Math.cos(z),f=Math.sin(z);if(euler.order==='XYZ'){var ae=a*e,af=a*f,be=b*e,bf=b*f;te[0]=c*e;te[4]=-c*f;te[8]=d;te[1]=af+be*d;te[5]=ae-bf*d;te[9]=-b*c;te[2]=bf-ae*d;te[6]=be+af*d;te[10]=a*c;}else if(euler.order==='YXZ'){var ce=c*e,cf=c*f,de=d*e,df=d*f;te[0]=ce+df*b;te[4]=de*b-cf;te[8]=a*d;te[1]=a*f;te[5]=a*e;te[9]=-b;te[2]=cf*b-de;te[6]=df+ce*b;te[10]=a*c;}else if(euler.order==='ZXY'){var ce=c*e,cf=c*f,de=d*e,df=d*f;te[0]=ce-df*b;te[4]=-a*f;te[8]=de+cf*b;te[1]=cf+de*b;te[5]=a*e;te[9]=df-ce*b;te[2]=-a*d;te[6]=b;te[10]=a*c;}else if(euler.order==='ZYX'){var ae=a*e,af=a*f,be=b*e,bf=b*f;te[0]=c*e;te[4]=be*d-af;te[8]=ae*d+bf;te[1]=c*f;te[5]=bf*d+ae;te[9]=af*d-be;te[2]=-d;te[6]=b*c;te[10]=a*c;}else if(euler.order==='YZX'){var ac=a*c,ad=a*d,bc=b*c,bd=b*d;te[0]=c*e;te[4]=bd-ac*f;te[8]=bc*f+ad;te[1]=f;te[5]=a*e;te[9]=-b*e;te[2]=-d*e;te[6]=ad*f+bc;te[10]=ac-bd*f;}else if(euler.order==='XZY'){var ac=a*c,ad=a*d,bc=b*c,bd=b*d;te[0]=c*e;te[4]=-f;te[8]=d*e;te[1]=ac*f+bd;te[5]=a*e;te[9]=ad*f-bc;te[2]=bc*f-ad;te[6]=b*e;te[10]=bd*f+ac;}// last column\nte[3]=0;te[7]=0;te[11]=0;// bottom row\nte[12]=0;te[13]=0;te[14]=0;te[15]=1;return this;},makeRotationFromQuaternion:function makeRotationFromQuaternion(q){var te=this.elements;var x=q.x,y=q.y,z=q.z,w=q.w;var x2=x+x,y2=y+y,z2=z+z;var xx=x*x2,xy=x*y2,xz=x*z2;var yy=y*y2,yz=y*z2,zz=z*z2;var wx=w*x2,wy=w*y2,wz=w*z2;te[0]=1-(yy+zz);te[4]=xy-wz;te[8]=xz+wy;te[1]=xy+wz;te[5]=1-(xx+zz);te[9]=yz-wx;te[2]=xz-wy;te[6]=yz+wx;te[10]=1-(xx+yy);// last column\nte[3]=0;te[7]=0;te[11]=0;// bottom row\nte[12]=0;te[13]=0;te[14]=0;te[15]=1;return this;},lookAt:function(){var x,y,z;return function lookAt(eye,target,up){if(x===undefined){x=new Vector3();y=new Vector3();z=new Vector3();}var te=this.elements;z.subVectors(eye,target).normalize();if(z.lengthSq()===0){z.z=1;}x.crossVectors(up,z).normalize();if(x.lengthSq()===0){z.z+=0.0001;x.crossVectors(up,z).normalize();}y.crossVectors(z,x);te[0]=x.x;te[4]=y.x;te[8]=z.x;te[1]=x.y;te[5]=y.y;te[9]=z.y;te[2]=x.z;te[6]=y.z;te[10]=z.z;return this;};}(),multiply:function multiply(m,n){if(n!==undefined){console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');return this.multiplyMatrices(m,n);}return this.multiplyMatrices(this,m);},premultiply:function premultiply(m){return this.multiplyMatrices(m,this);},multiplyMatrices:function multiplyMatrices(a,b){var ae=a.elements;var be=b.elements;var te=this.elements;var a11=ae[0],a12=ae[4],a13=ae[8],a14=ae[12];var a21=ae[1],a22=ae[5],a23=ae[9],a24=ae[13];var a31=ae[2],a32=ae[6],a33=ae[10],a34=ae[14];var a41=ae[3],a42=ae[7],a43=ae[11],a44=ae[15];var b11=be[0],b12=be[4],b13=be[8],b14=be[12];var b21=be[1],b22=be[5],b23=be[9],b24=be[13];var b31=be[2],b32=be[6],b33=be[10],b34=be[14];var b41=be[3],b42=be[7],b43=be[11],b44=be[15];te[0]=a11*b11+a12*b21+a13*b31+a14*b41;te[4]=a11*b12+a12*b22+a13*b32+a14*b42;te[8]=a11*b13+a12*b23+a13*b33+a14*b43;te[12]=a11*b14+a12*b24+a13*b34+a14*b44;te[1]=a21*b11+a22*b21+a23*b31+a24*b41;te[5]=a21*b12+a22*b22+a23*b32+a24*b42;te[9]=a21*b13+a22*b23+a23*b33+a24*b43;te[13]=a21*b14+a22*b24+a23*b34+a24*b44;te[2]=a31*b11+a32*b21+a33*b31+a34*b41;te[6]=a31*b12+a32*b22+a33*b32+a34*b42;te[10]=a31*b13+a32*b23+a33*b33+a34*b43;te[14]=a31*b14+a32*b24+a33*b34+a34*b44;te[3]=a41*b11+a42*b21+a43*b31+a44*b41;te[7]=a41*b12+a42*b22+a43*b32+a44*b42;te[11]=a41*b13+a42*b23+a43*b33+a44*b43;te[15]=a41*b14+a42*b24+a43*b34+a44*b44;return this;},multiplyToArray:function multiplyToArray(a,b,r){var te=this.elements;this.multiplyMatrices(a,b);r[0]=te[0];r[1]=te[1];r[2]=te[2];r[3]=te[3];r[4]=te[4];r[5]=te[5];r[6]=te[6];r[7]=te[7];r[8]=te[8];r[9]=te[9];r[10]=te[10];r[11]=te[11];r[12]=te[12];r[13]=te[13];r[14]=te[14];r[15]=te[15];return this;},multiplyScalar:function multiplyScalar(s){var te=this.elements;te[0]*=s;te[4]*=s;te[8]*=s;te[12]*=s;te[1]*=s;te[5]*=s;te[9]*=s;te[13]*=s;te[2]*=s;te[6]*=s;te[10]*=s;te[14]*=s;te[3]*=s;te[7]*=s;te[11]*=s;te[15]*=s;return this;},applyToVector3Array:function(){var v1;return function applyToVector3Array(array,offset,length){if(v1===undefined)v1=new Vector3();if(offset===undefined)offset=0;if(length===undefined)length=array.length;for(var i=0,j=offset;i<length;i+=3,j+=3){v1.fromArray(array,j);v1.applyMatrix4(this);v1.toArray(array,j);}return array;};}(),applyToBuffer:function(){var v1;return function applyToBuffer(buffer,offset,length){if(v1===undefined)v1=new Vector3();if(offset===undefined)offset=0;if(length===undefined)length=buffer.length/buffer.itemSize;for(var i=0,j=offset;i<length;i++,j++){v1.x=buffer.getX(j);v1.y=buffer.getY(j);v1.z=buffer.getZ(j);v1.applyMatrix4(this);buffer.setXYZ(v1.x,v1.y,v1.z);}return buffer;};}(),determinant:function determinant(){var te=this.elements;var n11=te[0],n12=te[4],n13=te[8],n14=te[12];var n21=te[1],n22=te[5],n23=te[9],n24=te[13];var n31=te[2],n32=te[6],n33=te[10],n34=te[14];var n41=te[3],n42=te[7],n43=te[11],n44=te[15];//TODO: make this more efficient\n//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\nreturn n41*(+n14*n23*n32-n13*n24*n32-n14*n22*n33+n12*n24*n33+n13*n22*n34-n12*n23*n34)+n42*(+n11*n23*n34-n11*n24*n33+n14*n21*n33-n13*n21*n34+n13*n24*n31-n14*n23*n31)+n43*(+n11*n24*n32-n11*n22*n34-n14*n21*n32+n12*n21*n34+n14*n22*n31-n12*n24*n31)+n44*(-n13*n22*n31-n11*n23*n32+n11*n22*n33+n13*n21*n32-n12*n21*n33+n12*n23*n31);},transpose:function transpose(){var te=this.elements;var tmp;tmp=te[1];te[1]=te[4];te[4]=tmp;tmp=te[2];te[2]=te[8];te[8]=tmp;tmp=te[6];te[6]=te[9];te[9]=tmp;tmp=te[3];te[3]=te[12];te[12]=tmp;tmp=te[7];te[7]=te[13];te[13]=tmp;tmp=te[11];te[11]=te[14];te[14]=tmp;return this;},flattenToArrayOffset:function flattenToArrayOffset(array,offset){console.warn(\"THREE.Matrix3: .flattenToArrayOffset is deprecated \"+\"- just use .toArray instead.\");return this.toArray(array,offset);},getPosition:function(){var v1;return function getPosition(){if(v1===undefined)v1=new Vector3();console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');return v1.setFromMatrixColumn(this,3);};}(),setPosition:function setPosition(v){var te=this.elements;te[12]=v.x;te[13]=v.y;te[14]=v.z;return this;},getInverse:function getInverse(m,throwOnDegenerate){// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\nvar te=this.elements,me=m.elements,n11=me[0],n21=me[1],n31=me[2],n41=me[3],n12=me[4],n22=me[5],n32=me[6],n42=me[7],n13=me[8],n23=me[9],n33=me[10],n43=me[11],n14=me[12],n24=me[13],n34=me[14],n44=me[15],t11=n23*n34*n42-n24*n33*n42+n24*n32*n43-n22*n34*n43-n23*n32*n44+n22*n33*n44,t12=n14*n33*n42-n13*n34*n42-n14*n32*n43+n12*n34*n43+n13*n32*n44-n12*n33*n44,t13=n13*n24*n42-n14*n23*n42+n14*n22*n43-n12*n24*n43-n13*n22*n44+n12*n23*n44,t14=n14*n23*n32-n13*n24*n32-n14*n22*n33+n12*n24*n33+n13*n22*n34-n12*n23*n34;var det=n11*t11+n21*t12+n31*t13+n41*t14;if(det===0){var msg=\"THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0\";if(throwOnDegenerate===true){throw new Error(msg);}else{console.warn(msg);}return this.identity();}var detInv=1/det;te[0]=t11*detInv;te[1]=(n24*n33*n41-n23*n34*n41-n24*n31*n43+n21*n34*n43+n23*n31*n44-n21*n33*n44)*detInv;te[2]=(n22*n34*n41-n24*n32*n41+n24*n31*n42-n21*n34*n42-n22*n31*n44+n21*n32*n44)*detInv;te[3]=(n23*n32*n41-n22*n33*n41-n23*n31*n42+n21*n33*n42+n22*n31*n43-n21*n32*n43)*detInv;te[4]=t12*detInv;te[5]=(n13*n34*n41-n14*n33*n41+n14*n31*n43-n11*n34*n43-n13*n31*n44+n11*n33*n44)*detInv;te[6]=(n14*n32*n41-n12*n34*n41-n14*n31*n42+n11*n34*n42+n12*n31*n44-n11*n32*n44)*detInv;te[7]=(n12*n33*n41-n13*n32*n41+n13*n31*n42-n11*n33*n42-n12*n31*n43+n11*n32*n43)*detInv;te[8]=t13*detInv;te[9]=(n14*n23*n41-n13*n24*n41-n14*n21*n43+n11*n24*n43+n13*n21*n44-n11*n23*n44)*detInv;te[10]=(n12*n24*n41-n14*n22*n41+n14*n21*n42-n11*n24*n42-n12*n21*n44+n11*n22*n44)*detInv;te[11]=(n13*n22*n41-n12*n23*n41-n13*n21*n42+n11*n23*n42+n12*n21*n43-n11*n22*n43)*detInv;te[12]=t14*detInv;te[13]=(n13*n24*n31-n14*n23*n31+n14*n21*n33-n11*n24*n33-n13*n21*n34+n11*n23*n34)*detInv;te[14]=(n14*n22*n31-n12*n24*n31-n14*n21*n32+n11*n24*n32+n12*n21*n34-n11*n22*n34)*detInv;te[15]=(n12*n23*n31-n13*n22*n31+n13*n21*n32-n11*n23*n32-n12*n21*n33+n11*n22*n33)*detInv;return this;},scale:function scale(v){var te=this.elements;var x=v.x,y=v.y,z=v.z;te[0]*=x;te[4]*=y;te[8]*=z;te[1]*=x;te[5]*=y;te[9]*=z;te[2]*=x;te[6]*=y;te[10]*=z;te[3]*=x;te[7]*=y;te[11]*=z;return this;},getMaxScaleOnAxis:function getMaxScaleOnAxis(){var te=this.elements;var scaleXSq=te[0]*te[0]+te[1]*te[1]+te[2]*te[2];var scaleYSq=te[4]*te[4]+te[5]*te[5]+te[6]*te[6];var scaleZSq=te[8]*te[8]+te[9]*te[9]+te[10]*te[10];return Math.sqrt(Math.max(scaleXSq,scaleYSq,scaleZSq));},makeTranslation:function makeTranslation(x,y,z){this.set(1,0,0,x,0,1,0,y,0,0,1,z,0,0,0,1);return this;},makeRotationX:function makeRotationX(theta){var c=Math.cos(theta),s=Math.sin(theta);this.set(1,0,0,0,0,c,-s,0,0,s,c,0,0,0,0,1);return this;},makeRotationY:function makeRotationY(theta){var c=Math.cos(theta),s=Math.sin(theta);this.set(c,0,s,0,0,1,0,0,-s,0,c,0,0,0,0,1);return this;},makeRotationZ:function makeRotationZ(theta){var c=Math.cos(theta),s=Math.sin(theta);this.set(c,-s,0,0,s,c,0,0,0,0,1,0,0,0,0,1);return this;},makeRotationAxis:function makeRotationAxis(axis,angle){// Based on http://www.gamedev.net/reference/articles/article1199.asp\nvar c=Math.cos(angle);var s=Math.sin(angle);var t=1-c;var x=axis.x,y=axis.y,z=axis.z;var tx=t*x,ty=t*y;this.set(tx*x+c,tx*y-s*z,tx*z+s*y,0,tx*y+s*z,ty*y+c,ty*z-s*x,0,tx*z-s*y,ty*z+s*x,t*z*z+c,0,0,0,0,1);return this;},makeScale:function makeScale(x,y,z){this.set(x,0,0,0,0,y,0,0,0,0,z,0,0,0,0,1);return this;},compose:function compose(position,quaternion,scale){this.makeRotationFromQuaternion(quaternion);this.scale(scale);this.setPosition(position);return this;},decompose:function(){var vector,matrix;return function decompose(position,quaternion,scale){if(vector===undefined){vector=new Vector3();matrix=new Matrix4();}var te=this.elements;var sx=vector.set(te[0],te[1],te[2]).length();var sy=vector.set(te[4],te[5],te[6]).length();var sz=vector.set(te[8],te[9],te[10]).length();// if determine is negative, we need to invert one scale\nvar det=this.determinant();if(det<0){sx=-sx;}position.x=te[12];position.y=te[13];position.z=te[14];// scale the rotation part\nmatrix.elements.set(this.elements);// at this point matrix is incomplete so we can't use .copy()\nvar invSX=1/sx;var invSY=1/sy;var invSZ=1/sz;matrix.elements[0]*=invSX;matrix.elements[1]*=invSX;matrix.elements[2]*=invSX;matrix.elements[4]*=invSY;matrix.elements[5]*=invSY;matrix.elements[6]*=invSY;matrix.elements[8]*=invSZ;matrix.elements[9]*=invSZ;matrix.elements[10]*=invSZ;quaternion.setFromRotationMatrix(matrix);scale.x=sx;scale.y=sy;scale.z=sz;return this;};}(),makeFrustum:function makeFrustum(left,right,bottom,top,near,far){var te=this.elements;var x=2*near/(right-left);var y=2*near/(top-bottom);var a=(right+left)/(right-left);var b=(top+bottom)/(top-bottom);var c=-(far+near)/(far-near);var d=-2*far*near/(far-near);te[0]=x;te[4]=0;te[8]=a;te[12]=0;te[1]=0;te[5]=y;te[9]=b;te[13]=0;te[2]=0;te[6]=0;te[10]=c;te[14]=d;te[3]=0;te[7]=0;te[11]=-1;te[15]=0;return this;},makePerspective:function makePerspective(fov,aspect,near,far){var ymax=near*Math.tan(exports.Math.DEG2RAD*fov*0.5);var ymin=-ymax;var xmin=ymin*aspect;var xmax=ymax*aspect;return this.makeFrustum(xmin,xmax,ymin,ymax,near,far);},makeOrthographic:function makeOrthographic(left,right,top,bottom,near,far){var te=this.elements;var w=1.0/(right-left);var h=1.0/(top-bottom);var p=1.0/(far-near);var x=(right+left)*w;var y=(top+bottom)*h;var z=(far+near)*p;te[0]=2*w;te[4]=0;te[8]=0;te[12]=-x;te[1]=0;te[5]=2*h;te[9]=0;te[13]=-y;te[2]=0;te[6]=0;te[10]=-2*p;te[14]=-z;te[3]=0;te[7]=0;te[11]=0;te[15]=1;return this;},equals:function equals(matrix){var te=this.elements;var me=matrix.elements;for(var i=0;i<16;i++){if(te[i]!==me[i])return false;}return true;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;for(var i=0;i<16;i++){this.elements[i]=array[i+offset];}return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;var te=this.elements;array[offset]=te[0];array[offset+1]=te[1];array[offset+2]=te[2];array[offset+3]=te[3];array[offset+4]=te[4];array[offset+5]=te[5];array[offset+6]=te[6];array[offset+7]=te[7];array[offset+8]=te[8];array[offset+9]=te[9];array[offset+10]=te[10];array[offset+11]=te[11];array[offset+12]=te[12];array[offset+13]=te[13];array[offset+14]=te[14];array[offset+15]=te[15];return array;}};/**\n * @author mrdoob / http://mrdoob.com/\n */function CubeTexture(images,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding){images=images!==undefined?images:[];mapping=mapping!==undefined?mapping:CubeReflectionMapping;Texture.call(this,images,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding);this.flipY=false;}CubeTexture.prototype=Object.create(Texture.prototype);CubeTexture.prototype.constructor=CubeTexture;CubeTexture.prototype.isCubeTexture=true;Object.defineProperty(CubeTexture.prototype,'images',{get:function get(){return this.image;},set:function set(value){this.image=value;}});var emptyTexture=new Texture();var emptyCubeTexture=new CubeTexture();// --- Base for inner nodes (including the root) ---\nfunction UniformContainer(){this.seq=[];this.map={};}// --- Utilities ---\n// Array Caches (provide typed arrays for temporary by size)\nvar arrayCacheF32=[];var arrayCacheI32=[];// Flattening for arrays of vectors and matrices\nfunction flatten(array,nBlocks,blockSize){var firstElem=array[0];if(firstElem<=0||firstElem>0)return array;// unoptimized: ! isNaN( firstElem )\n// see http://jacksondunstan.com/articles/983\nvar n=nBlocks*blockSize,r=arrayCacheF32[n];if(r===undefined){r=new Float32Array(n);arrayCacheF32[n]=r;}if(nBlocks!==0){firstElem.toArray(r,0);for(var i=1,offset=0;i!==nBlocks;++i){offset+=blockSize;array[i].toArray(r,offset);}}return r;}// Texture unit allocation\nfunction allocTexUnits(renderer,n){var r=arrayCacheI32[n];if(r===undefined){r=new Int32Array(n);arrayCacheI32[n]=r;}for(var i=0;i!==n;++i){r[i]=renderer.allocTextureUnit();}return r;}// --- Setters ---\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n// Single scalar\nfunction setValue1f(gl,v){gl.uniform1f(this.addr,v);}function setValue1i(gl,v){gl.uniform1i(this.addr,v);}// Single float vector (from flat array or THREE.VectorN)\nfunction setValue2fv(gl,v){if(v.x===undefined)gl.uniform2fv(this.addr,v);else gl.uniform2f(this.addr,v.x,v.y);}function setValue3fv(gl,v){if(v.x!==undefined)gl.uniform3f(this.addr,v.x,v.y,v.z);else if(v.r!==undefined)gl.uniform3f(this.addr,v.r,v.g,v.b);else gl.uniform3fv(this.addr,v);}function setValue4fv(gl,v){if(v.x===undefined)gl.uniform4fv(this.addr,v);else gl.uniform4f(this.addr,v.x,v.y,v.z,v.w);}// Single matrix (from flat array or MatrixN)\nfunction setValue2fm(gl,v){gl.uniformMatrix2fv(this.addr,false,v.elements||v);}function setValue3fm(gl,v){gl.uniformMatrix3fv(this.addr,false,v.elements||v);}function setValue4fm(gl,v){gl.uniformMatrix4fv(this.addr,false,v.elements||v);}// Single texture (2D / Cube)\nfunction setValueT1(gl,v,renderer){var unit=renderer.allocTextureUnit();gl.uniform1i(this.addr,unit);renderer.setTexture2D(v||emptyTexture,unit);}function setValueT6(gl,v,renderer){var unit=renderer.allocTextureUnit();gl.uniform1i(this.addr,unit);renderer.setTextureCube(v||emptyCubeTexture,unit);}// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValue2iv(gl,v){gl.uniform2iv(this.addr,v);}function setValue3iv(gl,v){gl.uniform3iv(this.addr,v);}function setValue4iv(gl,v){gl.uniform4iv(this.addr,v);}// Helper to pick the right setter for the singular case\nfunction getSingularSetter(type){switch(type){case 0x1406:return setValue1f;// FLOAT\ncase 0x8b50:return setValue2fv;// _VEC2\ncase 0x8b51:return setValue3fv;// _VEC3\ncase 0x8b52:return setValue4fv;// _VEC4\ncase 0x8b5a:return setValue2fm;// _MAT2\ncase 0x8b5b:return setValue3fm;// _MAT3\ncase 0x8b5c:return setValue4fm;// _MAT4\ncase 0x8b5e:return setValueT1;// SAMPLER_2D\ncase 0x8b60:return setValueT6;// SAMPLER_CUBE\ncase 0x1404:case 0x8b56:return setValue1i;// INT, BOOL\ncase 0x8b53:case 0x8b57:return setValue2iv;// _VEC2\ncase 0x8b54:case 0x8b58:return setValue3iv;// _VEC3\ncase 0x8b55:case 0x8b59:return setValue4iv;// _VEC4\n}}// Array of scalars\nfunction setValue1fv(gl,v){gl.uniform1fv(this.addr,v);}function setValue1iv(gl,v){gl.uniform1iv(this.addr,v);}// Array of vectors (flat or from THREE classes)\nfunction setValueV2a(gl,v){gl.uniform2fv(this.addr,flatten(v,this.size,2));}function setValueV3a(gl,v){gl.uniform3fv(this.addr,flatten(v,this.size,3));}function setValueV4a(gl,v){gl.uniform4fv(this.addr,flatten(v,this.size,4));}// Array of matrices (flat or from THREE clases)\nfunction setValueM2a(gl,v){gl.uniformMatrix2fv(this.addr,false,flatten(v,this.size,4));}function setValueM3a(gl,v){gl.uniformMatrix3fv(this.addr,false,flatten(v,this.size,9));}function setValueM4a(gl,v){gl.uniformMatrix4fv(this.addr,false,flatten(v,this.size,16));}// Array of textures (2D / Cube)\nfunction setValueT1a(gl,v,renderer){var n=v.length,units=allocTexUnits(renderer,n);gl.uniform1iv(this.addr,units);for(var i=0;i!==n;++i){renderer.setTexture2D(v[i]||emptyTexture,units[i]);}}function setValueT6a(gl,v,renderer){var n=v.length,units=allocTexUnits(renderer,n);gl.uniform1iv(this.addr,units);for(var i=0;i!==n;++i){renderer.setTextureCube(v[i]||emptyCubeTexture,units[i]);}}// Helper to pick the right setter for a pure (bottom-level) array\nfunction getPureArraySetter(type){switch(type){case 0x1406:return setValue1fv;// FLOAT\ncase 0x8b50:return setValueV2a;// _VEC2\ncase 0x8b51:return setValueV3a;// _VEC3\ncase 0x8b52:return setValueV4a;// _VEC4\ncase 0x8b5a:return setValueM2a;// _MAT2\ncase 0x8b5b:return setValueM3a;// _MAT3\ncase 0x8b5c:return setValueM4a;// _MAT4\ncase 0x8b5e:return setValueT1a;// SAMPLER_2D\ncase 0x8b60:return setValueT6a;// SAMPLER_CUBE\ncase 0x1404:case 0x8b56:return setValue1iv;// INT, BOOL\ncase 0x8b53:case 0x8b57:return setValue2iv;// _VEC2\ncase 0x8b54:case 0x8b58:return setValue3iv;// _VEC3\ncase 0x8b55:case 0x8b59:return setValue4iv;// _VEC4\n}}// --- Uniform Classes ---\nfunction SingleUniform(id,activeInfo,addr){this.id=id;this.addr=addr;this.setValue=getSingularSetter(activeInfo.type);// this.path = activeInfo.name; // DEBUG\n}function PureArrayUniform(id,activeInfo,addr){this.id=id;this.addr=addr;this.size=activeInfo.size;this.setValue=getPureArraySetter(activeInfo.type);// this.path = activeInfo.name; // DEBUG\n}function StructuredUniform(id){this.id=id;UniformContainer.call(this);// mix-in\n}StructuredUniform.prototype.setValue=function(gl,value){// Note: Don't need an extra 'renderer' parameter, since samplers\n// are not allowed in structured uniforms.\nvar seq=this.seq;for(var i=0,n=seq.length;i!==n;++i){var u=seq[i];u.setValue(gl,value[u.id]);}};// --- Top-level ---\n// Parser - builds up the property tree from the path strings\nvar RePathPart=/([\\w\\d_]+)(\\])?(\\[|\\.)?/g;// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\nfunction addUniform(container,uniformObject){container.seq.push(uniformObject);container.map[uniformObject.id]=uniformObject;}function parseUniform(activeInfo,addr,container){var path=activeInfo.name,pathLength=path.length;// reset RegExp object, because of the early exit of a previous run\nRePathPart.lastIndex=0;for(;;){var match=RePathPart.exec(path),matchEnd=RePathPart.lastIndex,id=match[1],idIsIndex=match[2]===']',subscript=match[3];if(idIsIndex)id=id|0;// convert to integer\nif(subscript===undefined||subscript==='['&&matchEnd+2===pathLength){// bare name or \"pure\" bottom-level array \"[0]\" suffix\naddUniform(container,subscript===undefined?new SingleUniform(id,activeInfo,addr):new PureArrayUniform(id,activeInfo,addr));break;}else{// step into inner node / create it in case it doesn't exist\nvar map=container.map,next=map[id];if(next===undefined){next=new StructuredUniform(id);addUniform(container,next);}container=next;}}}// Root Container\nfunction WebGLUniforms(gl,program,renderer){UniformContainer.call(this);this.renderer=renderer;var n=gl.getProgramParameter(program,gl.ACTIVE_UNIFORMS);for(var i=0;i!==n;++i){var info=gl.getActiveUniform(program,i),path=info.name,addr=gl.getUniformLocation(program,path);parseUniform(info,addr,this);}}WebGLUniforms.prototype.setValue=function(gl,name,value){var u=this.map[name];if(u!==undefined)u.setValue(gl,value,this.renderer);};WebGLUniforms.prototype.set=function(gl,object,name){var u=this.map[name];if(u!==undefined)u.setValue(gl,object[name],this.renderer);};WebGLUniforms.prototype.setOptional=function(gl,object,name){var v=object[name];if(v!==undefined)this.setValue(gl,name,v);};// Static interface\nWebGLUniforms.upload=function(gl,seq,values,renderer){for(var i=0,n=seq.length;i!==n;++i){var u=seq[i],v=values[u.id];if(v.needsUpdate!==false){// note: always updating when .needsUpdate is undefined\nu.setValue(gl,v.value,renderer);}}};WebGLUniforms.seqWithValue=function(seq,values){var r=[];for(var i=0,n=seq.length;i!==n;++i){var u=seq[i];if(u.id in values)r.push(u);}return r;};WebGLUniforms.splitDynamic=function(seq,values){var r=null,n=seq.length,w=0;for(var i=0;i!==n;++i){var u=seq[i],v=values[u.id];if(v&&v.dynamic===true){if(r===null)r=[];r.push(u);}else{// in-place compact 'seq', removing the matches\nif(w<i)seq[w]=u;++w;}}if(w<n)seq.length=w;return r;};WebGLUniforms.evalDynamic=function(seq,values,object,material,camera){for(var i=0,n=seq.length;i!==n;++i){var v=values[seq[i].id],f=v.onUpdateCallback;if(f!==undefined)f.call(v,object,material,camera);}};/**\n * Uniform Utilities\n */exports.UniformsUtils={merge:function merge(uniforms){var merged={};for(var u=0;u<uniforms.length;u++){var tmp=this.clone(uniforms[u]);for(var p in tmp){merged[p]=tmp[p];}}return merged;},clone:function clone(uniforms_src){var uniforms_dst={};for(var u in uniforms_src){uniforms_dst[u]={};for(var p in uniforms_src[u]){var parameter_src=uniforms_src[u][p];if(parameter_src&&parameter_src.isColor||parameter_src&&parameter_src.isVector2||parameter_src&&parameter_src.isVector3||parameter_src&&parameter_src.isVector4||parameter_src&&parameter_src.isMatrix3||parameter_src&&parameter_src.isMatrix4||parameter_src&&parameter_src.isTexture){uniforms_dst[u][p]=parameter_src.clone();}else if(Array.isArray(parameter_src)){uniforms_dst[u][p]=parameter_src.slice();}else{uniforms_dst[u][p]=parameter_src;}}}return uniforms_dst;}};var alphamap_fragment=\"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\\n\";var alphamap_pars_fragment=\"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\\n\";var alphatest_fragment=\"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\\n\";var aomap_fragment=\"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\\n\";var aomap_pars_fragment=\"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";var begin_vertex=\"\\nvec3 transformed = vec3( position );\\n\";var beginnormal_vertex=\"\\nvec3 objectNormal = vec3( normal );\\n\";var bsdfs=\"bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\\n\\treturn any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t\\tif( decayExponent > 0.0 ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\t\\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t\\treturn distanceFalloff * maxDistanceCutoffFactor;\\n#else\\n\\t\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n#endif\\n\\t\\t}\\n\\t\\treturn 1.0;\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\\n\\treturn specularColor * AB.x + AB.y;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n\";var bumpmap_pars_fragment=\"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = dFdx( surf_pos );\\n\\t\\tvec3 vSigmaY = dFdy( surf_pos );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\\n\";var clipping_planes_fragment=\"#if NUM_CLIPPING_PLANES > 0\\n\\tfor ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\\n\\t\\tvec4 plane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n#endif\\n\";var clipping_planes_pars_fragment=\"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\\n\";var clipping_planes_pars_vertex=\"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n\";var clipping_planes_vertex=\"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n\";var color_fragment=\"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";var color_pars_fragment=\"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\\n\";var color_pars_vertex=\"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";var color_vertex=\"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";var common=\"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\n#define EPSILON 1e-6\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\n\";var cube_uv_reflection_fragment=\"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_textureSize (1024.0)\\nint getFaceFromDirection(vec3 direction) {\\n\\tvec3 absDirection = abs(direction);\\n\\tint face = -1;\\n\\tif( absDirection.x > absDirection.z ) {\\n\\t\\tif(absDirection.x > absDirection.y )\\n\\t\\t\\tface = direction.x > 0.0 ? 0 : 3;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\telse {\\n\\t\\tif(absDirection.z > absDirection.y )\\n\\t\\t\\tface = direction.z > 0.0 ? 2 : 5;\\n\\t\\telse\\n\\t\\t\\tface = direction.y > 0.0 ? 1 : 4;\\n\\t}\\n\\treturn face;\\n}\\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\\n\\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\\n\\tfloat dxRoughness = dFdx(roughness);\\n\\tfloat dyRoughness = dFdy(roughness);\\n\\tvec3 dx = dFdx( vec * scale * dxRoughness );\\n\\tvec3 dy = dFdy( vec * scale * dyRoughness );\\n\\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\\n\\td = clamp(d, 1.0, cubeUV_rangeClamp);\\n\\tfloat mipLevel = 0.5 * log2(d);\\n\\treturn vec2(floor(mipLevel), fract(mipLevel));\\n}\\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\\n\\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\\n\\tfloat a = 16.0 * cubeUV_rcpTextureSize;\\n\\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\\n\\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\\n\\tfloat powScale = exp2_packed.x * exp2_packed.y;\\n\\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\\n\\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\\n\\tbool bRes = mipLevel == 0.0;\\n\\tscale = bRes && (scale < a) ? a : scale;\\n\\tvec3 r;\\n\\tvec2 offset;\\n\\tint face = getFaceFromDirection(direction);\\n\\tfloat rcpPowScale = 1.0 / powScale;\\n\\tif( face == 0) {\\n\\t\\tr = vec3(direction.x, -direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 1) {\\n\\t\\tr = vec3(direction.y, direction.x, direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 2) {\\n\\t\\tr = vec3(direction.z, direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\\n\\t}\\n\\telse if( face == 3) {\\n\\t\\tr = vec3(direction.x, direction.z, direction.y);\\n\\t\\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse if( face == 4) {\\n\\t\\tr = vec3(direction.y, direction.x, -direction.z);\\n\\t\\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\telse {\\n\\t\\tr = vec3(direction.z, -direction.x, direction.y);\\n\\t\\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\\n\\t\\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\\n\\t}\\n\\tr = normalize(r);\\n\\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\\n\\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\\n\\tvec2 base = offset + vec2( texelOffset );\\n\\treturn base + s * ( scale - 2.0 * texelOffset );\\n}\\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\\n\\tfloat roughnessVal = roughness* cubeUV_maxLods3;\\n\\tfloat r1 = floor(roughnessVal);\\n\\tfloat r2 = r1 + 1.0;\\n\\tfloat t = fract(roughnessVal);\\n\\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\\n\\tfloat s = mipInfo.y;\\n\\tfloat level0 = mipInfo.x;\\n\\tfloat level1 = level0 + 1.0;\\n\\tlevel1 = level1 > 5.0 ? 5.0 : level1;\\n\\tlevel0 += min( floor( s + 0.5 ), 5.0 );\\n\\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\\n\\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\\n\\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\\n\\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\\n\\tvec4 result = mix(color10, color20, t);\\n\\treturn vec4(result.rgb, 1.0);\\n}\\n#endif\\n\";var defaultnormal_vertex=\"#ifdef FLIP_SIDED\\n\\tobjectNormal = -objectNormal;\\n#endif\\nvec3 transformedNormal = normalMatrix * objectNormal;\\n\";var displacementmap_pars_vertex=\"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\\n\";var displacementmap_vertex=\"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\\n#endif\\n\";var emissivemap_fragment=\"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\\n\";var emissivemap_pars_fragment=\"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\\n\";var encodings_fragment=\" gl_FragColor = linearToOutputTexel( gl_FragColor );\\n\";var encodings_pars_fragment=\"\\nvec4 LinearToLinear( in vec4 value ) {\\n return value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n float maxComponent = max( max( value.r, value.g ), value.b );\\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n return vec4( value.xyz * value.w * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n float maxRGB = max( value.x, max( value.g, value.b ) );\\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n M = ceil( M * 255.0 ) / 255.0;\\n return vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n float maxRGB = max( value.x, max( value.g, value.b ) );\\n float D = max( maxRange / maxRGB, 1.0 );\\n D = min( floor( D ) / 255.0, 1.0 );\\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\\n vec4 vResult;\\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n vResult.w = fract(Le);\\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\\n return vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n float Le = value.z * 255.0 + value.w;\\n vec3 Xp_Y_XYZp;\\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\\n return vec4( max(vRGB, 0.0), 1.0 );\\n}\\n\";var envmap_fragment=\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\\n\\t\\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\\n\";var envmap_pars_fragment=\"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\\n\\tuniform float reflectivity;\\n\\tuniform float envMapIntenstiy;\\n#endif\\n#ifdef USE_ENVMAP\\n\\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\tuniform float flipEnvMap;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\\n\";var envmap_pars_vertex=\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\\n\";var envmap_vertex=\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\n\";var fog_fragment=\"#ifdef USE_FOG\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\\n\\t#else\\n\\t\\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\\n\\t#endif\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\\n\";var fog_pars_fragment=\"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\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\";var lightmap_fragment=\"#ifdef USE_LIGHTMAP\\n\\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n#endif\\n\";var lightmap_pars_fragment=\"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";var lights_lambert_vertex=\"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";var lights_pars=\"uniform vec3 ambientLightColor;\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tif ( testLightInRange( lightDistance, pointLight.distance ) ) {\\n\\t\\t\\tdirectLight.color = pointLight.color;\\n\\t\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\t#include <normal_flip>\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\t#include <normal_flip>\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\\n\\t\\t\\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\\n\";var lights_phong_fragment=\"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\\n\";var lights_phong_pars_fragment=\"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\\n\";var lights_physical_fragment=\"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\\n#ifdef STANDARD\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.clearCoat = saturate( clearCoat );\\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\\n#endif\\n\";var lights_physical_pars_fragment=\"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoat;\\n\\t\\tfloat clearCoatRoughness;\\n\\t#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifndef STANDARD\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\\n\\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t#ifndef STANDARD\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\tfloat dotNL = dotNV;\\n\\t\\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\\n\\t#else\\n\\t\\tfloat clearCoatDHR = 0.0;\\n\\t#endif\\n\\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\\n\\t#ifndef STANDARD\\n\\t\\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\\n\\t#endif\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\\n\";var lights_template=\"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = normalize( vViewPosition );\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#ifdef USE_SHADOWMAP\\n\\t\\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t \\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\\n\\t#endif\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\\n\\t#ifndef STANDARD\\n\\t\\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\\n\\t#else\\n\\t\\tvec3 clearCoatRadiance = vec3( 0.0 );\\n\\t#endif\\n\\t\\t\\n\\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\\n#endif\\n\";var logdepthbuf_fragment=\"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\\n\\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\\n#endif\";var logdepthbuf_pars_fragment=\"#ifdef USE_LOGDEPTHBUF\\n\\tuniform float logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n#endif\\n\";var logdepthbuf_pars_vertex=\"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t#endif\\n\\tuniform float logDepthBufFC;\\n#endif\";var logdepthbuf_vertex=\"#ifdef USE_LOGDEPTHBUF\\n\\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t#else\\n\\t\\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\\n\\t#endif\\n#endif\\n\";var map_fragment=\"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\\n\";var map_pars_fragment=\"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n\";var map_particle_fragment=\"#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n\";var map_particle_pars_fragment=\"#ifdef USE_MAP\\n\\tuniform vec4 offsetRepeat;\\n\\tuniform sampler2D map;\\n#endif\\n\";var metalnessmap_fragment=\"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.r;\\n#endif\\n\";var metalnessmap_pars_fragment=\"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";var morphnormal_vertex=\"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\n#endif\\n\";var morphtarget_pars_vertex=\"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";var morphtarget_vertex=\"#ifdef USE_MORPHTARGETS\\n\\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\n\\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\n\\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\n\\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\n\\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\n\\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\n\\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\\n\";var normal_flip=\"#ifdef DOUBLE_SIDED\\n\\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n#else\\n\\tfloat flipNormal = 1.0;\\n#endif\\n\";var normal_fragment=\"#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 ) * flipNormal;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n\";var normalmap_pars_fragment=\"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\\n\\t\\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t\\tmapN.xy = normalScale * mapN.xy;\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\\n\";var packing=\"vec3 packNormalToRGB( const in vec3 normal ) {\\n return normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n return 1.0 - 2.0 * rgb.xyz;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n return ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n return linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\\n\";var premultiplied_alpha_fragment=\"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\\n\";var project_vertex=\"#ifdef USE_SKINNING\\n\\tvec4 mvPosition = modelViewMatrix * skinned;\\n#else\\n\\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\\n#endif\\ngl_Position = projectionMatrix * mvPosition;\\n\";var roughnessmap_fragment=\"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.r;\\n#endif\\n\";var roughnessmap_pars_fragment=\"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";var shadowmap_pars_fragment=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\\n\\t\\tconst vec2 offset = vec2( 0.0, 1.0 );\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / size;\\n\\t\\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\\n\\t\\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\\n\\t\\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\\n\\t\\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\\n\\t\\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\\n\\t\\tvec2 f = fract( uv * size + 0.5 );\\n\\t\\tfloat a = mix( lb, lt, f.y );\\n\\t\\tfloat b = mix( rb, rt, f.y );\\n\\t\\tfloat c = mix( a, b, f.x );\\n\\t\\treturn c;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\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\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn 1.0;\\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 ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\\n\";var shadowmap_pars_vertex=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\\n\\t#endif\\n#endif\\n\";var shadowmap_vertex=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\\n\";var shadowmask_pars_fragment=\"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHTS > 0\\n\\tDirectionalLight directionalLight;\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHTS > 0\\n\\tSpotLight spotLight;\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHTS > 0\\n\\tPointLight pointLight;\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\\n\";var 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\";var skinning_pars_vertex=\"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform sampler2D boneTexture;\\n\\t\\tuniform int boneTextureWidth;\\n\\t\\tuniform int boneTextureHeight;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureWidth ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureWidth ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureWidth );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureHeight );\\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\";var 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\\tskinned = bindMatrixInverse * skinned;\\n#endif\\n\";var skinnormal_vertex=\"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n#endif\\n\";var 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\";var specularmap_pars_fragment=\"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";var tonemapping_fragment=\"#if defined( TONE_MAPPING )\\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\\n\";var tonemapping_pars_fragment=\"#define saturate(a) clamp( a, 0.0, 1.0 )\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\nvec3 LinearToneMapping( vec3 color ) {\\n return toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n color *= toneMappingExposure;\\n return saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n color *= toneMappingExposure;\\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n color *= toneMappingExposure;\\n color = max( vec3( 0.0 ), color - 0.004 );\\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\n\";var uv_pars_fragment=\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n#endif\";var uv_pars_vertex=\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvarying vec2 vUv;\\n\\tuniform vec4 offsetRepeat;\\n#endif\\n\";var uv_vertex=\"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\\n\\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\\n#endif\";var uv2_pars_fragment=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";var uv2_pars_vertex=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n#endif\";var uv2_vertex=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = uv2;\\n#endif\";var worldpos_vertex=\"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\\n\\t#ifdef USE_SKINNING\\n\\t\\tvec4 worldPosition = modelMatrix * skinned;\\n\\t#else\\n\\t\\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\\n\\t#endif\\n#endif\\n\";var cube_frag=\"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldPosition;\\n#include <common>\\nvoid main() {\\n\\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n\\tgl_FragColor.a *= opacity;\\n}\\n\";var cube_vert=\"varying vec3 vWorldPosition;\\n#include <common>\\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\\n\";var depth_frag=\"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\\n\";var depth_vert=\"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n}\\n\";var distanceRGBA_frag=\"uniform vec3 lightPos;\\nvarying vec4 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\\n}\\n\";var distanceRGBA_vert=\"varying vec4 vWorldPosition;\\n#include <common>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <skinbase_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition;\\n}\\n\";var equirect_frag=\"uniform sampler2D tEquirect;\\nuniform float tFlip;\\nvarying vec3 vWorldPosition;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldPosition );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n}\\n\";var equirect_vert=\"varying vec3 vWorldPosition;\\n#include <common>\\nvoid main() {\\n\\tvWorldPosition = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\\n\";var linedashed_frag=\"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\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 <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var linedashed_vert=\"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n}\\n\";var meshbasic_frag=\"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight;\\n\\treflectedLight.directDiffuse = vec3( 0.0 );\\n\\treflectedLight.directSpecular = vec3( 0.0 );\\n\\treflectedLight.indirectDiffuse = diffuseColor.rgb;\\n\\treflectedLight.indirectSpecular = vec3( 0.0 );\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <normal_flip>\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var meshbasic_vert=\"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_ENVMAP\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <envmap_vertex>\\n}\\n\";var meshlambert_frag=\"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\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 <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <emissivemap_fragment>\\n\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#include <lightmap_fragment>\\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <normal_flip>\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var meshlambert_vert=\"#define LAMBERT\\nvarying vec3 vLightFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <bsdfs>\\n#include <lights_pars>\\n#include <color_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <lights_lambert_vertex>\\n\\t#include <shadowmap_vertex>\\n}\\n\";var meshphong_frag=\"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\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 <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_flip>\\n\\t#include <normal_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_template>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var meshphong_vert=\"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n}\\n\";var meshphysical_frag=\"#define PHYSICAL\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifndef STANDARD\\n\\tuniform float clearCoat;\\n\\tuniform float clearCoatRoughness;\\n#endif\\nuniform float envMapIntensity;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <cube_uv_reflection_fragment>\\n#include <lights_pars>\\n#include <lights_physical_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\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 <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_flip>\\n\\t#include <normal_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_template>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var meshphysical_vert=\"#define PHYSICAL\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include <begin_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n}\\n\";var normal_frag=\"uniform float opacity;\\nvarying vec3 vNormal;\\n#include <common>\\n#include <packing>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tgl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\\n\\t#include <logdepthbuf_fragment>\\n}\\n\";var normal_vert=\"varying vec3 vNormal;\\n#include <common>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvNormal = normalize( normalMatrix * normal );\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n}\\n\";var points_frag=\"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\\n\";var points_vert=\"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tgl_PointSize = size * ( scale / - mvPosition.z );\\n\\t#else\\n\\t\\tgl_PointSize = size;\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n}\\n\";var shadow_frag=\"uniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <bsdfs>\\n#include <lights_pars>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\\n}\\n\";var shadow_vert=\"#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n}\\n\";var ShaderChunk={alphamap_fragment:alphamap_fragment,alphamap_pars_fragment:alphamap_pars_fragment,alphatest_fragment:alphatest_fragment,aomap_fragment:aomap_fragment,aomap_pars_fragment:aomap_pars_fragment,begin_vertex:begin_vertex,beginnormal_vertex:beginnormal_vertex,bsdfs:bsdfs,bumpmap_pars_fragment:bumpmap_pars_fragment,clipping_planes_fragment:clipping_planes_fragment,clipping_planes_pars_fragment:clipping_planes_pars_fragment,clipping_planes_pars_vertex:clipping_planes_pars_vertex,clipping_planes_vertex:clipping_planes_vertex,color_fragment:color_fragment,color_pars_fragment:color_pars_fragment,color_pars_vertex:color_pars_vertex,color_vertex:color_vertex,common:common,cube_uv_reflection_fragment:cube_uv_reflection_fragment,defaultnormal_vertex:defaultnormal_vertex,displacementmap_pars_vertex:displacementmap_pars_vertex,displacementmap_vertex:displacementmap_vertex,emissivemap_fragment:emissivemap_fragment,emissivemap_pars_fragment:emissivemap_pars_fragment,encodings_fragment:encodings_fragment,encodings_pars_fragment:encodings_pars_fragment,envmap_fragment:envmap_fragment,envmap_pars_fragment:envmap_pars_fragment,envmap_pars_vertex:envmap_pars_vertex,envmap_vertex:envmap_vertex,fog_fragment:fog_fragment,fog_pars_fragment:fog_pars_fragment,lightmap_fragment:lightmap_fragment,lightmap_pars_fragment:lightmap_pars_fragment,lights_lambert_vertex:lights_lambert_vertex,lights_pars:lights_pars,lights_phong_fragment:lights_phong_fragment,lights_phong_pars_fragment:lights_phong_pars_fragment,lights_physical_fragment:lights_physical_fragment,lights_physical_pars_fragment:lights_physical_pars_fragment,lights_template:lights_template,logdepthbuf_fragment:logdepthbuf_fragment,logdepthbuf_pars_fragment:logdepthbuf_pars_fragment,logdepthbuf_pars_vertex:logdepthbuf_pars_vertex,logdepthbuf_vertex:logdepthbuf_vertex,map_fragment:map_fragment,map_pars_fragment:map_pars_fragment,map_particle_fragment:map_particle_fragment,map_particle_pars_fragment:map_particle_pars_fragment,metalnessmap_fragment:metalnessmap_fragment,metalnessmap_pars_fragment:metalnessmap_pars_fragment,morphnormal_vertex:morphnormal_vertex,morphtarget_pars_vertex:morphtarget_pars_vertex,morphtarget_vertex:morphtarget_vertex,normal_flip:normal_flip,normal_fragment:normal_fragment,normalmap_pars_fragment:normalmap_pars_fragment,packing:packing,premultiplied_alpha_fragment:premultiplied_alpha_fragment,project_vertex:project_vertex,roughnessmap_fragment:roughnessmap_fragment,roughnessmap_pars_fragment:roughnessmap_pars_fragment,shadowmap_pars_fragment:shadowmap_pars_fragment,shadowmap_pars_vertex:shadowmap_pars_vertex,shadowmap_vertex:shadowmap_vertex,shadowmask_pars_fragment:shadowmask_pars_fragment,skinbase_vertex:skinbase_vertex,skinning_pars_vertex:skinning_pars_vertex,skinning_vertex:skinning_vertex,skinnormal_vertex:skinnormal_vertex,specularmap_fragment:specularmap_fragment,specularmap_pars_fragment:specularmap_pars_fragment,tonemapping_fragment:tonemapping_fragment,tonemapping_pars_fragment:tonemapping_pars_fragment,uv_pars_fragment:uv_pars_fragment,uv_pars_vertex:uv_pars_vertex,uv_vertex:uv_vertex,uv2_pars_fragment:uv2_pars_fragment,uv2_pars_vertex:uv2_pars_vertex,uv2_vertex:uv2_vertex,worldpos_vertex:worldpos_vertex,cube_frag:cube_frag,cube_vert:cube_vert,depth_frag:depth_frag,depth_vert:depth_vert,distanceRGBA_frag:distanceRGBA_frag,distanceRGBA_vert:distanceRGBA_vert,equirect_frag:equirect_frag,equirect_vert:equirect_vert,linedashed_frag:linedashed_frag,linedashed_vert:linedashed_vert,meshbasic_frag:meshbasic_frag,meshbasic_vert:meshbasic_vert,meshlambert_frag:meshlambert_frag,meshlambert_vert:meshlambert_vert,meshphong_frag:meshphong_frag,meshphong_vert:meshphong_vert,meshphysical_frag:meshphysical_frag,meshphysical_vert:meshphysical_vert,normal_frag:normal_frag,normal_vert:normal_vert,points_frag:points_frag,points_vert:points_vert,shadow_frag:shadow_frag,shadow_vert:shadow_vert};/**\n * @author mrdoob / http://mrdoob.com/\n */function Color(r,g,b){if(g===undefined&&b===undefined){// r is THREE.Color, hex or string\nreturn this.set(r);}return this.setRGB(r,g,b);}Color.prototype={constructor:Color,isColor:true,r:1,g:1,b:1,set:function set(value){if(value&&value.isColor){this.copy(value);}else if(typeof value==='number'){this.setHex(value);}else if(typeof value==='string'){this.setStyle(value);}return this;},setScalar:function setScalar(scalar){this.r=scalar;this.g=scalar;this.b=scalar;},setHex:function setHex(hex){hex=Math.floor(hex);this.r=(hex>>16&255)/255;this.g=(hex>>8&255)/255;this.b=(hex&255)/255;return this;},setRGB:function setRGB(r,g,b){this.r=r;this.g=g;this.b=b;return this;},setHSL:function(){function hue2rgb(p,q,t){if(t<0)t+=1;if(t>1)t-=1;if(t<1/6)return p+(q-p)*6*t;if(t<1/2)return q;if(t<2/3)return p+(q-p)*6*(2/3-t);return p;}return function setHSL(h,s,l){// h,s,l ranges are in 0.0 - 1.0\nh=exports.Math.euclideanModulo(h,1);s=exports.Math.clamp(s,0,1);l=exports.Math.clamp(l,0,1);if(s===0){this.r=this.g=this.b=l;}else{var p=l<=0.5?l*(1+s):l+s-l*s;var q=2*l-p;this.r=hue2rgb(q,p,h+1/3);this.g=hue2rgb(q,p,h);this.b=hue2rgb(q,p,h-1/3);}return this;};}(),setStyle:function setStyle(style){function handleAlpha(string){if(string===undefined)return;if(parseFloat(string)<1){console.warn('THREE.Color: Alpha component of '+style+' will be ignored.');}}var m;if(m=/^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec(style)){// rgb / hsl\nvar color;var name=m[1];var components=m[2];switch(name){case'rgb':case'rgba':if(color=/^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)){// rgb(255,0,0) rgba(255,0,0,0.5)\nthis.r=Math.min(255,parseInt(color[1],10))/255;this.g=Math.min(255,parseInt(color[2],10))/255;this.b=Math.min(255,parseInt(color[3],10))/255;handleAlpha(color[5]);return this;}if(color=/^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)){// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\nthis.r=Math.min(100,parseInt(color[1],10))/100;this.g=Math.min(100,parseInt(color[2],10))/100;this.b=Math.min(100,parseInt(color[3],10))/100;handleAlpha(color[5]);return this;}break;case'hsl':case'hsla':if(color=/^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)){// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\nvar h=parseFloat(color[1])/360;var s=parseInt(color[2],10)/100;var l=parseInt(color[3],10)/100;handleAlpha(color[5]);return this.setHSL(h,s,l);}break;}}else if(m=/^\\#([A-Fa-f0-9]+)$/.exec(style)){// hex color\nvar hex=m[1];var size=hex.length;if(size===3){// #ff0\nthis.r=parseInt(hex.charAt(0)+hex.charAt(0),16)/255;this.g=parseInt(hex.charAt(1)+hex.charAt(1),16)/255;this.b=parseInt(hex.charAt(2)+hex.charAt(2),16)/255;return this;}else if(size===6){// #ff0000\nthis.r=parseInt(hex.charAt(0)+hex.charAt(1),16)/255;this.g=parseInt(hex.charAt(2)+hex.charAt(3),16)/255;this.b=parseInt(hex.charAt(4)+hex.charAt(5),16)/255;return this;}}if(style&&style.length>0){// color keywords\nvar hex=exports.ColorKeywords[style];if(hex!==undefined){// red\nthis.setHex(hex);}else{// unknown color\nconsole.warn('THREE.Color: Unknown color '+style);}}return this;},clone:function clone(){return new this.constructor(this.r,this.g,this.b);},copy:function copy(color){this.r=color.r;this.g=color.g;this.b=color.b;return this;},copyGammaToLinear:function copyGammaToLinear(color,gammaFactor){if(gammaFactor===undefined)gammaFactor=2.0;this.r=Math.pow(color.r,gammaFactor);this.g=Math.pow(color.g,gammaFactor);this.b=Math.pow(color.b,gammaFactor);return this;},copyLinearToGamma:function copyLinearToGamma(color,gammaFactor){if(gammaFactor===undefined)gammaFactor=2.0;var safeInverse=gammaFactor>0?1.0/gammaFactor:1.0;this.r=Math.pow(color.r,safeInverse);this.g=Math.pow(color.g,safeInverse);this.b=Math.pow(color.b,safeInverse);return this;},convertGammaToLinear:function convertGammaToLinear(){var r=this.r,g=this.g,b=this.b;this.r=r*r;this.g=g*g;this.b=b*b;return this;},convertLinearToGamma:function convertLinearToGamma(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this;},getHex:function getHex(){return this.r*255<<16^this.g*255<<8^this.b*255<<0;},getHexString:function getHexString(){return('000000'+this.getHex().toString(16)).slice(-6);},getHSL:function getHSL(optionalTarget){// h,s,l ranges are in 0.0 - 1.0\nvar hsl=optionalTarget||{h:0,s:0,l:0};var r=this.r,g=this.g,b=this.b;var max=Math.max(r,g,b);var min=Math.min(r,g,b);var hue,saturation;var lightness=(min+max)/2.0;if(min===max){hue=0;saturation=0;}else{var delta=max-min;saturation=lightness<=0.5?delta/(max+min):delta/(2-max-min);switch(max){case r:hue=(g-b)/delta+(g<b?6:0);break;case g:hue=(b-r)/delta+2;break;case b:hue=(r-g)/delta+4;break;}hue/=6;}hsl.h=hue;hsl.s=saturation;hsl.l=lightness;return hsl;},getStyle:function getStyle(){return'rgb('+(this.r*255|0)+','+(this.g*255|0)+','+(this.b*255|0)+')';},offsetHSL:function offsetHSL(h,s,l){var hsl=this.getHSL();hsl.h+=h;hsl.s+=s;hsl.l+=l;this.setHSL(hsl.h,hsl.s,hsl.l);return this;},add:function add(color){this.r+=color.r;this.g+=color.g;this.b+=color.b;return this;},addColors:function addColors(color1,color2){this.r=color1.r+color2.r;this.g=color1.g+color2.g;this.b=color1.b+color2.b;return this;},addScalar:function addScalar(s){this.r+=s;this.g+=s;this.b+=s;return this;},sub:function sub(color){this.r=Math.max(0,this.r-color.r);this.g=Math.max(0,this.g-color.g);this.b=Math.max(0,this.b-color.b);return this;},multiply:function multiply(color){this.r*=color.r;this.g*=color.g;this.b*=color.b;return this;},multiplyScalar:function multiplyScalar(s){this.r*=s;this.g*=s;this.b*=s;return this;},lerp:function lerp(color,alpha){this.r+=(color.r-this.r)*alpha;this.g+=(color.g-this.g)*alpha;this.b+=(color.b-this.b)*alpha;return this;},equals:function equals(c){return c.r===this.r&&c.g===this.g&&c.b===this.b;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;this.r=array[offset];this.g=array[offset+1];this.b=array[offset+2];return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this.r;array[offset+1]=this.g;array[offset+2]=this.b;return array;},toJSON:function toJSON(){return this.getHex();}};exports.ColorKeywords={'aliceblue':0xF0F8FF,'antiquewhite':0xFAEBD7,'aqua':0x00FFFF,'aquamarine':0x7FFFD4,'azure':0xF0FFFF,'beige':0xF5F5DC,'bisque':0xFFE4C4,'black':0x000000,'blanchedalmond':0xFFEBCD,'blue':0x0000FF,'blueviolet':0x8A2BE2,'brown':0xA52A2A,'burlywood':0xDEB887,'cadetblue':0x5F9EA0,'chartreuse':0x7FFF00,'chocolate':0xD2691E,'coral':0xFF7F50,'cornflowerblue':0x6495ED,'cornsilk':0xFFF8DC,'crimson':0xDC143C,'cyan':0x00FFFF,'darkblue':0x00008B,'darkcyan':0x008B8B,'darkgoldenrod':0xB8860B,'darkgray':0xA9A9A9,'darkgreen':0x006400,'darkgrey':0xA9A9A9,'darkkhaki':0xBDB76B,'darkmagenta':0x8B008B,'darkolivegreen':0x556B2F,'darkorange':0xFF8C00,'darkorchid':0x9932CC,'darkred':0x8B0000,'darksalmon':0xE9967A,'darkseagreen':0x8FBC8F,'darkslateblue':0x483D8B,'darkslategray':0x2F4F4F,'darkslategrey':0x2F4F4F,'darkturquoise':0x00CED1,'darkviolet':0x9400D3,'deeppink':0xFF1493,'deepskyblue':0x00BFFF,'dimgray':0x696969,'dimgrey':0x696969,'dodgerblue':0x1E90FF,'firebrick':0xB22222,'floralwhite':0xFFFAF0,'forestgreen':0x228B22,'fuchsia':0xFF00FF,'gainsboro':0xDCDCDC,'ghostwhite':0xF8F8FF,'gold':0xFFD700,'goldenrod':0xDAA520,'gray':0x808080,'green':0x008000,'greenyellow':0xADFF2F,'grey':0x808080,'honeydew':0xF0FFF0,'hotpink':0xFF69B4,'indianred':0xCD5C5C,'indigo':0x4B0082,'ivory':0xFFFFF0,'khaki':0xF0E68C,'lavender':0xE6E6FA,'lavenderblush':0xFFF0F5,'lawngreen':0x7CFC00,'lemonchiffon':0xFFFACD,'lightblue':0xADD8E6,'lightcoral':0xF08080,'lightcyan':0xE0FFFF,'lightgoldenrodyellow':0xFAFAD2,'lightgray':0xD3D3D3,'lightgreen':0x90EE90,'lightgrey':0xD3D3D3,'lightpink':0xFFB6C1,'lightsalmon':0xFFA07A,'lightseagreen':0x20B2AA,'lightskyblue':0x87CEFA,'lightslategray':0x778899,'lightslategrey':0x778899,'lightsteelblue':0xB0C4DE,'lightyellow':0xFFFFE0,'lime':0x00FF00,'limegreen':0x32CD32,'linen':0xFAF0E6,'magenta':0xFF00FF,'maroon':0x800000,'mediumaquamarine':0x66CDAA,'mediumblue':0x0000CD,'mediumorchid':0xBA55D3,'mediumpurple':0x9370DB,'mediumseagreen':0x3CB371,'mediumslateblue':0x7B68EE,'mediumspringgreen':0x00FA9A,'mediumturquoise':0x48D1CC,'mediumvioletred':0xC71585,'midnightblue':0x191970,'mintcream':0xF5FFFA,'mistyrose':0xFFE4E1,'moccasin':0xFFE4B5,'navajowhite':0xFFDEAD,'navy':0x000080,'oldlace':0xFDF5E6,'olive':0x808000,'olivedrab':0x6B8E23,'orange':0xFFA500,'orangered':0xFF4500,'orchid':0xDA70D6,'palegoldenrod':0xEEE8AA,'palegreen':0x98FB98,'paleturquoise':0xAFEEEE,'palevioletred':0xDB7093,'papayawhip':0xFFEFD5,'peachpuff':0xFFDAB9,'peru':0xCD853F,'pink':0xFFC0CB,'plum':0xDDA0DD,'powderblue':0xB0E0E6,'purple':0x800080,'red':0xFF0000,'rosybrown':0xBC8F8F,'royalblue':0x4169E1,'saddlebrown':0x8B4513,'salmon':0xFA8072,'sandybrown':0xF4A460,'seagreen':0x2E8B57,'seashell':0xFFF5EE,'sienna':0xA0522D,'silver':0xC0C0C0,'skyblue':0x87CEEB,'slateblue':0x6A5ACD,'slategray':0x708090,'slategrey':0x708090,'snow':0xFFFAFA,'springgreen':0x00FF7F,'steelblue':0x4682B4,'tan':0xD2B48C,'teal':0x008080,'thistle':0xD8BFD8,'tomato':0xFF6347,'turquoise':0x40E0D0,'violet':0xEE82EE,'wheat':0xF5DEB3,'white':0xFFFFFF,'whitesmoke':0xF5F5F5,'yellow':0xFFFF00,'yellowgreen':0x9ACD32};/**\n * Uniforms library for shared webgl shaders\n */var UniformsLib={common:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},map:{value:null},offsetRepeat:{value:new Vector4(0,0,1,1)},specularMap:{value:null},alphaMap:{value:null},envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1.0},refractionRatio:{value:0.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Vector2(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},fog:{fogDensity:{value:0.00025},fogNear:{value:1},fogFar:{value:2000},fogColor:{value:new Color(0xffffff)}},lights:{ambientLightColor:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{},shadow:{},shadowBias:{},shadowRadius:{},shadowMapSize:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}}},points:{diffuse:{value:new Color(0xeeeeee)},opacity:{value:1.0},size:{value:1.0},scale:{value:1.0},map:{value:null},offsetRepeat:{value:new Vector4(0,0,1,1)}}};/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n */var ShaderLib={basic:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.aomap,UniformsLib.fog]),vertexShader:ShaderChunk.meshbasic_vert,fragmentShader:ShaderChunk.meshbasic_frag},lambert:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)}}]),vertexShader:ShaderChunk.meshlambert_vert,fragmentShader:ShaderChunk.meshlambert_frag},phong:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},specular:{value:new Color(0x111111)},shininess:{value:30}}]),vertexShader:ShaderChunk.meshphong_vert,fragmentShader:ShaderChunk.meshphong_frag},standard:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.aomap,UniformsLib.lightmap,UniformsLib.emissivemap,UniformsLib.bumpmap,UniformsLib.normalmap,UniformsLib.displacementmap,UniformsLib.roughnessmap,UniformsLib.metalnessmap,UniformsLib.fog,UniformsLib.lights,{emissive:{value:new Color(0x000000)},roughness:{value:0.5},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag},points:{uniforms:exports.UniformsUtils.merge([UniformsLib.points,UniformsLib.fog]),vertexShader:ShaderChunk.points_vert,fragmentShader:ShaderChunk.points_frag},dashed:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:ShaderChunk.linedashed_vert,fragmentShader:ShaderChunk.linedashed_frag},depth:{uniforms:exports.UniformsUtils.merge([UniformsLib.common,UniformsLib.displacementmap]),vertexShader:ShaderChunk.depth_vert,fragmentShader:ShaderChunk.depth_frag},normal:{uniforms:{opacity:{value:1.0}},vertexShader:ShaderChunk.normal_vert,fragmentShader:ShaderChunk.normal_frag},/* -------------------------------------------------------------------------\n \t//\tCube map shader\n \t ------------------------------------------------------------------------- */cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1.0}},vertexShader:ShaderChunk.cube_vert,fragmentShader:ShaderChunk.cube_frag},/* -------------------------------------------------------------------------\n \t//\tCube map shader\n \t ------------------------------------------------------------------------- */equirect:{uniforms:{tEquirect:{value:null},tFlip:{value:-1}},vertexShader:ShaderChunk.equirect_vert,fragmentShader:ShaderChunk.equirect_frag},distanceRGBA:{uniforms:{lightPos:{value:new Vector3()}},vertexShader:ShaderChunk.distanceRGBA_vert,fragmentShader:ShaderChunk.distanceRGBA_frag}};ShaderLib.physical={uniforms:exports.UniformsUtils.merge([ShaderLib.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:ShaderChunk.meshphysical_vert,fragmentShader:ShaderChunk.meshphysical_frag};/**\n * @author bhouston / http://clara.io\n */function Box2(min,max){this.min=min!==undefined?min:new Vector2(+Infinity,+Infinity);this.max=max!==undefined?max:new Vector2(-Infinity,-Infinity);}Box2.prototype={constructor:Box2,set:function set(min,max){this.min.copy(min);this.max.copy(max);return this;},setFromPoints:function setFromPoints(points){this.makeEmpty();for(var i=0,il=points.length;i<il;i++){this.expandByPoint(points[i]);}return this;},setFromCenterAndSize:function(){var v1=new Vector2();return function setFromCenterAndSize(center,size){var halfSize=v1.copy(size).multiplyScalar(0.5);this.min.copy(center).sub(halfSize);this.max.copy(center).add(halfSize);return this;};}(),clone:function clone(){return new this.constructor().copy(this);},copy:function copy(box){this.min.copy(box.min);this.max.copy(box.max);return this;},makeEmpty:function makeEmpty(){this.min.x=this.min.y=+Infinity;this.max.x=this.max.y=-Infinity;return this;},isEmpty:function isEmpty(){// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\nreturn this.max.x<this.min.x||this.max.y<this.min.y;},getCenter:function getCenter(optionalTarget){var result=optionalTarget||new Vector2();return this.isEmpty()?result.set(0,0):result.addVectors(this.min,this.max).multiplyScalar(0.5);},getSize:function getSize(optionalTarget){var result=optionalTarget||new Vector2();return this.isEmpty()?result.set(0,0):result.subVectors(this.max,this.min);},expandByPoint:function expandByPoint(point){this.min.min(point);this.max.max(point);return this;},expandByVector:function expandByVector(vector){this.min.sub(vector);this.max.add(vector);return this;},expandByScalar:function expandByScalar(scalar){this.min.addScalar(-scalar);this.max.addScalar(scalar);return this;},containsPoint:function containsPoint(point){if(point.x<this.min.x||point.x>this.max.x||point.y<this.min.y||point.y>this.max.y){return false;}return true;},containsBox:function containsBox(box){if(this.min.x<=box.min.x&&box.max.x<=this.max.x&&this.min.y<=box.min.y&&box.max.y<=this.max.y){return true;}return false;},getParameter:function getParameter(point,optionalTarget){// This can potentially have a divide by zero if the box\n// has a size dimension of 0.\nvar result=optionalTarget||new Vector2();return result.set((point.x-this.min.x)/(this.max.x-this.min.x),(point.y-this.min.y)/(this.max.y-this.min.y));},intersectsBox:function intersectsBox(box){// using 6 splitting planes to rule out intersections.\nif(box.max.x<this.min.x||box.min.x>this.max.x||box.max.y<this.min.y||box.min.y>this.max.y){return false;}return true;},clampPoint:function clampPoint(point,optionalTarget){var result=optionalTarget||new Vector2();return result.copy(point).clamp(this.min,this.max);},distanceToPoint:function(){var v1=new Vector2();return function distanceToPoint(point){var clampedPoint=v1.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();};}(),intersect:function intersect(box){this.min.max(box.min);this.max.min(box.max);return this;},union:function union(box){this.min.min(box.min);this.max.max(box.max);return this;},translate:function translate(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function equals(box){return box.min.equals(this.min)&&box.max.equals(this.max);}};/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */function LensFlarePlugin(renderer,flares){var gl=renderer.context;var state=renderer.state;var vertexBuffer,elementBuffer;var shader,program,attributes,uniforms;var tempTexture,occlusionTexture;function init(){var vertices=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]);var faces=new Uint16Array([0,1,2,0,2,3]);// buffers\nvertexBuffer=gl.createBuffer();elementBuffer=gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,elementBuffer);gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,faces,gl.STATIC_DRAW);// textures\ntempTexture=gl.createTexture();occlusionTexture=gl.createTexture();state.bindTexture(gl.TEXTURE_2D,tempTexture);gl.texImage2D(gl.TEXTURE_2D,0,gl.RGB,16,16,0,gl.RGB,gl.UNSIGNED_BYTE,null);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST);state.bindTexture(gl.TEXTURE_2D,occlusionTexture);gl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,16,16,0,gl.RGBA,gl.UNSIGNED_BYTE,null);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MAG_FILTER,gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.NEAREST);shader={vertexShader:[\"uniform lowp int renderType;\",\"uniform vec3 screenPosition;\",\"uniform vec2 scale;\",\"uniform float rotation;\",\"uniform sampler2D occlusionMap;\",\"attribute vec2 position;\",\"attribute vec2 uv;\",\"varying vec2 vUV;\",\"varying float vVisibility;\",\"void main() {\",\"vUV = uv;\",\"vec2 pos = position;\",\"if ( renderType == 2 ) {\",\"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\",\"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\",\"vVisibility = visibility.r / 9.0;\",\"vVisibility *= 1.0 - visibility.g / 9.0;\",\"vVisibility *= visibility.b / 9.0;\",\"vVisibility *= 1.0 - visibility.a / 9.0;\",\"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\",\"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\",\"}\",\"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\",\"}\"].join(\"\\n\"),fragmentShader:[\"uniform lowp int renderType;\",\"uniform sampler2D map;\",\"uniform float opacity;\",\"uniform vec3 color;\",\"varying vec2 vUV;\",\"varying float vVisibility;\",\"void main() {\",// pink square\n\"if ( renderType == 0 ) {\",\"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );\",// restore\n\"} else if ( renderType == 1 ) {\",\"gl_FragColor = texture2D( map, vUV );\",// flare\n\"} else {\",\"vec4 texture = texture2D( map, vUV );\",\"texture.a *= opacity * vVisibility;\",\"gl_FragColor = texture;\",\"gl_FragColor.rgb *= color;\",\"}\",\"}\"].join(\"\\n\")};program=createProgram(shader);attributes={vertex:gl.getAttribLocation(program,\"position\"),uv:gl.getAttribLocation(program,\"uv\")};uniforms={renderType:gl.getUniformLocation(program,\"renderType\"),map:gl.getUniformLocation(program,\"map\"),occlusionMap:gl.getUniformLocation(program,\"occlusionMap\"),opacity:gl.getUniformLocation(program,\"opacity\"),color:gl.getUniformLocation(program,\"color\"),scale:gl.getUniformLocation(program,\"scale\"),rotation:gl.getUniformLocation(program,\"rotation\"),screenPosition:gl.getUniformLocation(program,\"screenPosition\")};}/*\n \t * Render lens flares\n \t * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,\n \t * reads these back and calculates occlusion.\n \t */this.render=function(scene,camera,viewport){if(flares.length===0)return;var tempPosition=new Vector3();var invAspect=viewport.w/viewport.z,halfViewportWidth=viewport.z*0.5,halfViewportHeight=viewport.w*0.5;var size=16/viewport.w,scale=new Vector2(size*invAspect,size);var screenPosition=new Vector3(1,1,0),screenPositionPixels=new Vector2(1,1);var validArea=new Box2();validArea.min.set(0,0);validArea.max.set(viewport.z-16,viewport.w-16);if(program===undefined){init();}gl.useProgram(program);state.initAttributes();state.enableAttribute(attributes.vertex);state.enableAttribute(attributes.uv);state.disableUnusedAttributes();// loop through all lens flares to update their occlusion and positions\n// setup gl and common used attribs/uniforms\ngl.uniform1i(uniforms.occlusionMap,0);gl.uniform1i(uniforms.map,1);gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);gl.vertexAttribPointer(attributes.vertex,2,gl.FLOAT,false,2*8,0);gl.vertexAttribPointer(attributes.uv,2,gl.FLOAT,false,2*8,8);gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,elementBuffer);state.disable(gl.CULL_FACE);state.setDepthWrite(false);for(var i=0,l=flares.length;i<l;i++){size=16/viewport.w;scale.set(size*invAspect,size);// calc object screen position\nvar flare=flares[i];tempPosition.set(flare.matrixWorld.elements[12],flare.matrixWorld.elements[13],flare.matrixWorld.elements[14]);tempPosition.applyMatrix4(camera.matrixWorldInverse);tempPosition.applyProjection(camera.projectionMatrix);// setup arrays for gl programs\nscreenPosition.copy(tempPosition);// horizontal and vertical coordinate of the lower left corner of the pixels to copy\nscreenPositionPixels.x=viewport.x+screenPosition.x*halfViewportWidth+halfViewportWidth-8;screenPositionPixels.y=viewport.y+screenPosition.y*halfViewportHeight+halfViewportHeight-8;// screen cull\nif(validArea.containsPoint(screenPositionPixels)===true){// save current RGB to temp texture\nstate.activeTexture(gl.TEXTURE0);state.bindTexture(gl.TEXTURE_2D,null);state.activeTexture(gl.TEXTURE1);state.bindTexture(gl.TEXTURE_2D,tempTexture);gl.copyTexImage2D(gl.TEXTURE_2D,0,gl.RGB,screenPositionPixels.x,screenPositionPixels.y,16,16,0);// render pink quad\ngl.uniform1i(uniforms.renderType,0);gl.uniform2f(uniforms.scale,scale.x,scale.y);gl.uniform3f(uniforms.screenPosition,screenPosition.x,screenPosition.y,screenPosition.z);state.disable(gl.BLEND);state.enable(gl.DEPTH_TEST);gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);// copy result to occlusionMap\nstate.activeTexture(gl.TEXTURE0);state.bindTexture(gl.TEXTURE_2D,occlusionTexture);gl.copyTexImage2D(gl.TEXTURE_2D,0,gl.RGBA,screenPositionPixels.x,screenPositionPixels.y,16,16,0);// restore graphics\ngl.uniform1i(uniforms.renderType,1);state.disable(gl.DEPTH_TEST);state.activeTexture(gl.TEXTURE1);state.bindTexture(gl.TEXTURE_2D,tempTexture);gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);// update object positions\nflare.positionScreen.copy(screenPosition);if(flare.customUpdateCallback){flare.customUpdateCallback(flare);}else{flare.updateLensFlares();}// render flares\ngl.uniform1i(uniforms.renderType,2);state.enable(gl.BLEND);for(var j=0,jl=flare.lensFlares.length;j<jl;j++){var sprite=flare.lensFlares[j];if(sprite.opacity>0.001&&sprite.scale>0.001){screenPosition.x=sprite.x;screenPosition.y=sprite.y;screenPosition.z=sprite.z;size=sprite.size*sprite.scale/viewport.w;scale.x=size*invAspect;scale.y=size;gl.uniform3f(uniforms.screenPosition,screenPosition.x,screenPosition.y,screenPosition.z);gl.uniform2f(uniforms.scale,scale.x,scale.y);gl.uniform1f(uniforms.rotation,sprite.rotation);gl.uniform1f(uniforms.opacity,sprite.opacity);gl.uniform3f(uniforms.color,sprite.color.r,sprite.color.g,sprite.color.b);state.setBlending(sprite.blending,sprite.blendEquation,sprite.blendSrc,sprite.blendDst);renderer.setTexture2D(sprite.texture,1);gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);}}}}// restore gl\nstate.enable(gl.CULL_FACE);state.enable(gl.DEPTH_TEST);state.setDepthWrite(true);renderer.resetGLState();};function createProgram(shader){var program=gl.createProgram();var fragmentShader=gl.createShader(gl.FRAGMENT_SHADER);var vertexShader=gl.createShader(gl.VERTEX_SHADER);var prefix=\"precision \"+renderer.getPrecision()+\" float;\\n\";gl.shaderSource(fragmentShader,prefix+shader.fragmentShader);gl.shaderSource(vertexShader,prefix+shader.vertexShader);gl.compileShader(fragmentShader);gl.compileShader(vertexShader);gl.attachShader(program,fragmentShader);gl.attachShader(program,vertexShader);gl.linkProgram(program);return program;}}/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */function SpritePlugin(renderer,sprites){var gl=renderer.context;var state=renderer.state;var vertexBuffer,elementBuffer;var program,attributes,uniforms;var texture;// decompose matrixWorld\nvar spritePosition=new Vector3();var spriteRotation=new Quaternion();var spriteScale=new Vector3();function init(){var vertices=new Float32Array([-0.5,-0.5,0,0,0.5,-0.5,1,0,0.5,0.5,1,1,-0.5,0.5,0,1]);var faces=new Uint16Array([0,1,2,0,2,3]);vertexBuffer=gl.createBuffer();elementBuffer=gl.createBuffer();gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);gl.bufferData(gl.ARRAY_BUFFER,vertices,gl.STATIC_DRAW);gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,elementBuffer);gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,faces,gl.STATIC_DRAW);program=createProgram();attributes={position:gl.getAttribLocation(program,'position'),uv:gl.getAttribLocation(program,'uv')};uniforms={uvOffset:gl.getUniformLocation(program,'uvOffset'),uvScale:gl.getUniformLocation(program,'uvScale'),rotation:gl.getUniformLocation(program,'rotation'),scale:gl.getUniformLocation(program,'scale'),color:gl.getUniformLocation(program,'color'),map:gl.getUniformLocation(program,'map'),opacity:gl.getUniformLocation(program,'opacity'),modelViewMatrix:gl.getUniformLocation(program,'modelViewMatrix'),projectionMatrix:gl.getUniformLocation(program,'projectionMatrix'),fogType:gl.getUniformLocation(program,'fogType'),fogDensity:gl.getUniformLocation(program,'fogDensity'),fogNear:gl.getUniformLocation(program,'fogNear'),fogFar:gl.getUniformLocation(program,'fogFar'),fogColor:gl.getUniformLocation(program,'fogColor'),alphaTest:gl.getUniformLocation(program,'alphaTest')};var canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');canvas.width=8;canvas.height=8;var context=canvas.getContext('2d');context.fillStyle='white';context.fillRect(0,0,8,8);texture=new Texture(canvas);texture.needsUpdate=true;}this.render=function(scene,camera){if(sprites.length===0)return;// setup gl\nif(program===undefined){init();}gl.useProgram(program);state.initAttributes();state.enableAttribute(attributes.position);state.enableAttribute(attributes.uv);state.disableUnusedAttributes();state.disable(gl.CULL_FACE);state.enable(gl.BLEND);gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer);gl.vertexAttribPointer(attributes.position,2,gl.FLOAT,false,2*8,0);gl.vertexAttribPointer(attributes.uv,2,gl.FLOAT,false,2*8,8);gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,elementBuffer);gl.uniformMatrix4fv(uniforms.projectionMatrix,false,camera.projectionMatrix.elements);state.activeTexture(gl.TEXTURE0);gl.uniform1i(uniforms.map,0);var oldFogType=0;var sceneFogType=0;var fog=scene.fog;if(fog){gl.uniform3f(uniforms.fogColor,fog.color.r,fog.color.g,fog.color.b);if(fog&&fog.isFog){gl.uniform1f(uniforms.fogNear,fog.near);gl.uniform1f(uniforms.fogFar,fog.far);gl.uniform1i(uniforms.fogType,1);oldFogType=1;sceneFogType=1;}else if(fog&&fog.isFogExp2){gl.uniform1f(uniforms.fogDensity,fog.density);gl.uniform1i(uniforms.fogType,2);oldFogType=2;sceneFogType=2;}}else{gl.uniform1i(uniforms.fogType,0);oldFogType=0;sceneFogType=0;}// update positions and sort\nfor(var i=0,l=sprites.length;i<l;i++){var sprite=sprites[i];sprite.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse,sprite.matrixWorld);sprite.z=-sprite.modelViewMatrix.elements[14];}sprites.sort(painterSortStable);// render all sprites\nvar scale=[];for(var i=0,l=sprites.length;i<l;i++){var sprite=sprites[i];var material=sprite.material;if(material.visible===false)continue;gl.uniform1f(uniforms.alphaTest,material.alphaTest);gl.uniformMatrix4fv(uniforms.modelViewMatrix,false,sprite.modelViewMatrix.elements);sprite.matrixWorld.decompose(spritePosition,spriteRotation,spriteScale);scale[0]=spriteScale.x;scale[1]=spriteScale.y;var fogType=0;if(scene.fog&&material.fog){fogType=sceneFogType;}if(oldFogType!==fogType){gl.uniform1i(uniforms.fogType,fogType);oldFogType=fogType;}if(material.map!==null){gl.uniform2f(uniforms.uvOffset,material.map.offset.x,material.map.offset.y);gl.uniform2f(uniforms.uvScale,material.map.repeat.x,material.map.repeat.y);}else{gl.uniform2f(uniforms.uvOffset,0,0);gl.uniform2f(uniforms.uvScale,1,1);}gl.uniform1f(uniforms.opacity,material.opacity);gl.uniform3f(uniforms.color,material.color.r,material.color.g,material.color.b);gl.uniform1f(uniforms.rotation,material.rotation);gl.uniform2fv(uniforms.scale,scale);state.setBlending(material.blending,material.blendEquation,material.blendSrc,material.blendDst);state.setDepthTest(material.depthTest);state.setDepthWrite(material.depthWrite);if(material.map){renderer.setTexture2D(material.map,0);}else{renderer.setTexture2D(texture,0);}gl.drawElements(gl.TRIANGLES,6,gl.UNSIGNED_SHORT,0);}// restore gl\nstate.enable(gl.CULL_FACE);renderer.resetGLState();};function createProgram(){var program=gl.createProgram();var vertexShader=gl.createShader(gl.VERTEX_SHADER);var fragmentShader=gl.createShader(gl.FRAGMENT_SHADER);gl.shaderSource(vertexShader,['precision '+renderer.getPrecision()+' float;','uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform float rotation;','uniform vec2 scale;','uniform vec2 uvOffset;','uniform vec2 uvScale;','attribute vec2 position;','attribute vec2 uv;','varying vec2 vUV;','void main() {','vUV = uvOffset + uv * uvScale;','vec2 alignedPosition = position * scale;','vec2 rotatedPosition;','rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;','rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;','vec4 finalPosition;','finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );','finalPosition.xy += rotatedPosition;','finalPosition = projectionMatrix * finalPosition;','gl_Position = finalPosition;','}'].join('\\n'));gl.shaderSource(fragmentShader,['precision '+renderer.getPrecision()+' float;','uniform vec3 color;','uniform sampler2D map;','uniform float opacity;','uniform int fogType;','uniform vec3 fogColor;','uniform float fogDensity;','uniform float fogNear;','uniform float fogFar;','uniform float alphaTest;','varying vec2 vUV;','void main() {','vec4 texture = texture2D( map, vUV );','if ( texture.a < alphaTest ) discard;','gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );','if ( fogType > 0 ) {','float depth = gl_FragCoord.z / gl_FragCoord.w;','float fogFactor = 0.0;','if ( fogType == 1 ) {','fogFactor = smoothstep( fogNear, fogFar, depth );','} else {','const float LOG2 = 1.442695;','fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );','fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );','}','gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );','}','}'].join('\\n'));gl.compileShader(vertexShader);gl.compileShader(fragmentShader);gl.attachShader(program,vertexShader);gl.attachShader(program,fragmentShader);gl.linkProgram(program);return program;}function painterSortStable(a,b){if(a.renderOrder!==b.renderOrder){return a.renderOrder-b.renderOrder;}else if(a.z!==b.z){return b.z-a.z;}else{return b.id-a.id;}}}/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function Material(){Object.defineProperty(this,'id',{value:MaterialIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.type='Material';this.fog=true;this.lights=true;this.blending=NormalBlending;this.side=FrontSide;this.shading=SmoothShading;// THREE.FlatShading, THREE.SmoothShading\nthis.vertexColors=NoColors;// THREE.NoColors, THREE.VertexColors, THREE.FaceColors\nthis.opacity=1;this.transparent=false;this.blendSrc=SrcAlphaFactor;this.blendDst=OneMinusSrcAlphaFactor;this.blendEquation=AddEquation;this.blendSrcAlpha=null;this.blendDstAlpha=null;this.blendEquationAlpha=null;this.depthFunc=LessEqualDepth;this.depthTest=true;this.depthWrite=true;this.clippingPlanes=null;this.clipShadows=false;this.colorWrite=true;this.precision=null;// override the renderer's default precision for this material\nthis.polygonOffset=false;this.polygonOffsetFactor=0;this.polygonOffsetUnits=0;this.alphaTest=0;this.premultipliedAlpha=false;this.overdraw=0;// Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer\nthis.visible=true;this._needsUpdate=true;}Material.prototype={constructor:Material,isMaterial:true,get needsUpdate(){return this._needsUpdate;},set needsUpdate(value){if(value===true)this.update();this._needsUpdate=value;},setValues:function setValues(values){if(values===undefined)return;for(var key in values){var newValue=values[key];if(newValue===undefined){console.warn(\"THREE.Material: '\"+key+\"' parameter is undefined.\");continue;}var currentValue=this[key];if(currentValue===undefined){console.warn(\"THREE.\"+this.type+\": '\"+key+\"' is not a property of this material.\");continue;}if(currentValue&&currentValue.isColor){currentValue.set(newValue);}else if(currentValue&&currentValue.isVector3&&newValue&&newValue.isVector3){currentValue.copy(newValue);}else if(key==='overdraw'){// ensure overdraw is backwards-compatible with legacy boolean type\nthis[key]=Number(newValue);}else{this[key]=newValue;}}},toJSON:function toJSON(meta){var isRoot=meta===undefined;if(isRoot){meta={textures:{},images:{}};}var data={metadata:{version:4.4,type:'Material',generator:'Material.toJSON'}};// standard Material serialization\ndata.uuid=this.uuid;data.type=this.type;if(this.name!=='')data.name=this.name;if(this.color&&this.color.isColor)data.color=this.color.getHex();if(this.roughness!==undefined)data.roughness=this.roughness;if(this.metalness!==undefined)data.metalness=this.metalness;if(this.emissive&&this.emissive.isColor)data.emissive=this.emissive.getHex();if(this.specular&&this.specular.isColor)data.specular=this.specular.getHex();if(this.shininess!==undefined)data.shininess=this.shininess;if(this.map&&this.map.isTexture)data.map=this.map.toJSON(meta).uuid;if(this.alphaMap&&this.alphaMap.isTexture)data.alphaMap=this.alphaMap.toJSON(meta).uuid;if(this.lightMap&&this.lightMap.isTexture)data.lightMap=this.lightMap.toJSON(meta).uuid;if(this.bumpMap&&this.bumpMap.isTexture){data.bumpMap=this.bumpMap.toJSON(meta).uuid;data.bumpScale=this.bumpScale;}if(this.normalMap&&this.normalMap.isTexture){data.normalMap=this.normalMap.toJSON(meta).uuid;data.normalScale=this.normalScale.toArray();}if(this.displacementMap&&this.displacementMap.isTexture){data.displacementMap=this.displacementMap.toJSON(meta).uuid;data.displacementScale=this.displacementScale;data.displacementBias=this.displacementBias;}if(this.roughnessMap&&this.roughnessMap.isTexture)data.roughnessMap=this.roughnessMap.toJSON(meta).uuid;if(this.metalnessMap&&this.metalnessMap.isTexture)data.metalnessMap=this.metalnessMap.toJSON(meta).uuid;if(this.emissiveMap&&this.emissiveMap.isTexture)data.emissiveMap=this.emissiveMap.toJSON(meta).uuid;if(this.specularMap&&this.specularMap.isTexture)data.specularMap=this.specularMap.toJSON(meta).uuid;if(this.envMap&&this.envMap.isTexture){data.envMap=this.envMap.toJSON(meta).uuid;data.reflectivity=this.reflectivity;// Scale behind envMap\n}if(this.size!==undefined)data.size=this.size;if(this.sizeAttenuation!==undefined)data.sizeAttenuation=this.sizeAttenuation;if(this.blending!==NormalBlending)data.blending=this.blending;if(this.shading!==SmoothShading)data.shading=this.shading;if(this.side!==FrontSide)data.side=this.side;if(this.vertexColors!==NoColors)data.vertexColors=this.vertexColors;if(this.opacity<1)data.opacity=this.opacity;if(this.transparent===true)data.transparent=this.transparent;data.depthFunc=this.depthFunc;data.depthTest=this.depthTest;data.depthWrite=this.depthWrite;if(this.alphaTest>0)data.alphaTest=this.alphaTest;if(this.premultipliedAlpha===true)data.premultipliedAlpha=this.premultipliedAlpha;if(this.wireframe===true)data.wireframe=this.wireframe;if(this.wireframeLinewidth>1)data.wireframeLinewidth=this.wireframeLinewidth;if(this.wireframeLinecap!=='round')data.wireframeLinecap=this.wireframeLinecap;if(this.wireframeLinejoin!=='round')data.wireframeLinejoin=this.wireframeLinejoin;data.skinning=this.skinning;data.morphTargets=this.morphTargets;// TODO: Copied from Object3D.toJSON\nfunction extractFromCache(cache){var values=[];for(var key in cache){var data=cache[key];delete data.metadata;values.push(data);}return values;}if(isRoot){var textures=extractFromCache(meta.textures);var images=extractFromCache(meta.images);if(textures.length>0)data.textures=textures;if(images.length>0)data.images=images;}return data;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(source){this.name=source.name;this.fog=source.fog;this.lights=source.lights;this.blending=source.blending;this.side=source.side;this.shading=source.shading;this.vertexColors=source.vertexColors;this.opacity=source.opacity;this.transparent=source.transparent;this.blendSrc=source.blendSrc;this.blendDst=source.blendDst;this.blendEquation=source.blendEquation;this.blendSrcAlpha=source.blendSrcAlpha;this.blendDstAlpha=source.blendDstAlpha;this.blendEquationAlpha=source.blendEquationAlpha;this.depthFunc=source.depthFunc;this.depthTest=source.depthTest;this.depthWrite=source.depthWrite;this.colorWrite=source.colorWrite;this.precision=source.precision;this.polygonOffset=source.polygonOffset;this.polygonOffsetFactor=source.polygonOffsetFactor;this.polygonOffsetUnits=source.polygonOffsetUnits;this.alphaTest=source.alphaTest;this.premultipliedAlpha=source.premultipliedAlpha;this.overdraw=source.overdraw;this.visible=source.visible;this.clipShadows=source.clipShadows;var srcPlanes=source.clippingPlanes,dstPlanes=null;if(srcPlanes!==null){var n=srcPlanes.length;dstPlanes=new Array(n);for(var i=0;i!==n;++i){dstPlanes[i]=srcPlanes[i].clone();}}this.clippingPlanes=dstPlanes;return this;},update:function update(){this.dispatchEvent({type:'update'});},dispose:function dispose(){this.dispatchEvent({type:'dispose'});}};Object.assign(Material.prototype,EventDispatcher.prototype);var count$1=0;function MaterialIdCount(){return count$1++;};/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: <string>,\n * vertexShader: <string>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * lights: <bool>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */function ShaderMaterial(parameters){Material.call(this);this.type='ShaderMaterial';this.defines={};this.uniforms={};this.vertexShader='void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}';this.fragmentShader='void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}';this.linewidth=1;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;// set to use scene fog\nthis.lights=false;// set to use scene lights\nthis.clipping=false;// set to use user-defined clipping planes\nthis.skinning=false;// set to use skinning attribute streams\nthis.morphTargets=false;// set to use morph targets\nthis.morphNormals=false;// set to use morph normals\nthis.extensions={derivatives:false,// set to use derivatives\nfragDepth:false,// set to use fragment depth values\ndrawBuffers:false,// set to use draw buffers\nshaderTextureLOD:false// set to use shader texture LOD\n};// When rendered geometry doesn't include these attributes but the material does,\n// use these default values in WebGL. This avoids errors when buffer data is missing.\nthis.defaultAttributeValues={'color':[1,1,1],'uv':[0,0],'uv2':[0,0]};this.index0AttributeName=undefined;if(parameters!==undefined){if(parameters.attributes!==undefined){console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');}this.setValues(parameters);}}ShaderMaterial.prototype=Object.create(Material.prototype);ShaderMaterial.prototype.constructor=ShaderMaterial;ShaderMaterial.prototype.isShaderMaterial=true;ShaderMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.fragmentShader=source.fragmentShader;this.vertexShader=source.vertexShader;this.uniforms=exports.UniformsUtils.clone(source.uniforms);this.defines=source.defines;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.lights=source.lights;this.clipping=source.clipping;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;this.extensions=source.extensions;return this;};ShaderMaterial.prototype.toJSON=function(meta){var data=Material.prototype.toJSON.call(this,meta);data.uniforms=this.uniforms;data.vertexShader=this.vertexShader;data.fragmentShader=this.fragmentShader;return data;};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / https://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>\n * }\n */function MeshDepthMaterial(parameters){Material.call(this);this.type='MeshDepthMaterial';this.depthPacking=BasicDepthPacking;this.skinning=false;this.morphTargets=false;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.setValues(parameters);}MeshDepthMaterial.prototype=Object.create(Material.prototype);MeshDepthMaterial.prototype.constructor=MeshDepthMaterial;MeshDepthMaterial.prototype.isMeshDepthMaterial=true;MeshDepthMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.depthPacking=source.depthPacking;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.map=source.map;this.alphaMap=source.alphaMap;this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;return this;};/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */function Box3(min,max){this.min=min!==undefined?min:new Vector3(+Infinity,+Infinity,+Infinity);this.max=max!==undefined?max:new Vector3(-Infinity,-Infinity,-Infinity);}Box3.prototype={constructor:Box3,isBox3:true,set:function set(min,max){this.min.copy(min);this.max.copy(max);return this;},setFromArray:function setFromArray(array){var minX=+Infinity;var minY=+Infinity;var minZ=+Infinity;var maxX=-Infinity;var maxY=-Infinity;var maxZ=-Infinity;for(var i=0,l=array.length;i<l;i+=3){var x=array[i];var y=array[i+1];var z=array[i+2];if(x<minX)minX=x;if(y<minY)minY=y;if(z<minZ)minZ=z;if(x>maxX)maxX=x;if(y>maxY)maxY=y;if(z>maxZ)maxZ=z;}this.min.set(minX,minY,minZ);this.max.set(maxX,maxY,maxZ);},setFromPoints:function setFromPoints(points){this.makeEmpty();for(var i=0,il=points.length;i<il;i++){this.expandByPoint(points[i]);}return this;},setFromCenterAndSize:function(){var v1=new Vector3();return function setFromCenterAndSize(center,size){var halfSize=v1.copy(size).multiplyScalar(0.5);this.min.copy(center).sub(halfSize);this.max.copy(center).add(halfSize);return this;};}(),setFromObject:function(){// Computes the world-axis-aligned bounding box of an object (including its children),\n// accounting for both the object's, and children's, world transforms\nvar v1=new Vector3();return function setFromObject(object){var scope=this;object.updateMatrixWorld(true);this.makeEmpty();object.traverse(function(node){var geometry=node.geometry;if(geometry!==undefined){if(geometry&&geometry.isGeometry){var vertices=geometry.vertices;for(var i=0,il=vertices.length;i<il;i++){v1.copy(vertices[i]);v1.applyMatrix4(node.matrixWorld);scope.expandByPoint(v1);}}else if(geometry&&geometry.isBufferGeometry){var attribute=geometry.attributes.position;if(attribute!==undefined){var array,offset,stride;if(attribute&&attribute.isInterleavedBufferAttribute){array=attribute.data.array;offset=attribute.offset;stride=attribute.data.stride;}else{array=attribute.array;offset=0;stride=3;}for(var i=offset,il=array.length;i<il;i+=stride){v1.fromArray(array,i);v1.applyMatrix4(node.matrixWorld);scope.expandByPoint(v1);}}}}});return this;};}(),clone:function clone(){return new this.constructor().copy(this);},copy:function copy(box){this.min.copy(box.min);this.max.copy(box.max);return this;},makeEmpty:function makeEmpty(){this.min.x=this.min.y=this.min.z=+Infinity;this.max.x=this.max.y=this.max.z=-Infinity;return this;},isEmpty:function isEmpty(){// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\nreturn this.max.x<this.min.x||this.max.y<this.min.y||this.max.z<this.min.z;},getCenter:function getCenter(optionalTarget){var result=optionalTarget||new Vector3();return this.isEmpty()?result.set(0,0,0):result.addVectors(this.min,this.max).multiplyScalar(0.5);},getSize:function getSize(optionalTarget){var result=optionalTarget||new Vector3();return this.isEmpty()?result.set(0,0,0):result.subVectors(this.max,this.min);},expandByPoint:function expandByPoint(point){this.min.min(point);this.max.max(point);return this;},expandByVector:function expandByVector(vector){this.min.sub(vector);this.max.add(vector);return this;},expandByScalar:function expandByScalar(scalar){this.min.addScalar(-scalar);this.max.addScalar(scalar);return this;},containsPoint:function containsPoint(point){if(point.x<this.min.x||point.x>this.max.x||point.y<this.min.y||point.y>this.max.y||point.z<this.min.z||point.z>this.max.z){return false;}return true;},containsBox:function containsBox(box){if(this.min.x<=box.min.x&&box.max.x<=this.max.x&&this.min.y<=box.min.y&&box.max.y<=this.max.y&&this.min.z<=box.min.z&&box.max.z<=this.max.z){return true;}return false;},getParameter:function getParameter(point,optionalTarget){// This can potentially have a divide by zero if the box\n// has a size dimension of 0.\nvar result=optionalTarget||new Vector3();return result.set((point.x-this.min.x)/(this.max.x-this.min.x),(point.y-this.min.y)/(this.max.y-this.min.y),(point.z-this.min.z)/(this.max.z-this.min.z));},intersectsBox:function intersectsBox(box){// using 6 splitting planes to rule out intersections.\nif(box.max.x<this.min.x||box.min.x>this.max.x||box.max.y<this.min.y||box.min.y>this.max.y||box.max.z<this.min.z||box.min.z>this.max.z){return false;}return true;},intersectsSphere:function(){var closestPoint;return function intersectsSphere(sphere){if(closestPoint===undefined)closestPoint=new Vector3();// Find the point on the AABB closest to the sphere center.\nthis.clampPoint(sphere.center,closestPoint);// If that point is inside the sphere, the AABB and sphere intersect.\nreturn closestPoint.distanceToSquared(sphere.center)<=sphere.radius*sphere.radius;};}(),intersectsPlane:function intersectsPlane(plane){// We compute the minimum and maximum dot product values. If those values\n// are on the same side (back or front) of the plane, then there is no intersection.\nvar min,max;if(plane.normal.x>0){min=plane.normal.x*this.min.x;max=plane.normal.x*this.max.x;}else{min=plane.normal.x*this.max.x;max=plane.normal.x*this.min.x;}if(plane.normal.y>0){min+=plane.normal.y*this.min.y;max+=plane.normal.y*this.max.y;}else{min+=plane.normal.y*this.max.y;max+=plane.normal.y*this.min.y;}if(plane.normal.z>0){min+=plane.normal.z*this.min.z;max+=plane.normal.z*this.max.z;}else{min+=plane.normal.z*this.max.z;max+=plane.normal.z*this.min.z;}return min<=plane.constant&&max>=plane.constant;},clampPoint:function clampPoint(point,optionalTarget){var result=optionalTarget||new Vector3();return result.copy(point).clamp(this.min,this.max);},distanceToPoint:function(){var v1=new Vector3();return function distanceToPoint(point){var clampedPoint=v1.copy(point).clamp(this.min,this.max);return clampedPoint.sub(point).length();};}(),getBoundingSphere:function(){var v1=new Vector3();return function getBoundingSphere(optionalTarget){var result=optionalTarget||new Sphere();this.getCenter(result.center);result.radius=this.size(v1).length()*0.5;return result;};}(),intersect:function intersect(box){this.min.max(box.min);this.max.min(box.max);// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\nif(this.isEmpty())this.makeEmpty();return this;},union:function union(box){this.min.min(box.min);this.max.max(box.max);return this;},applyMatrix4:function(){var points=[new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3()];return function applyMatrix4(matrix){// transform of empty box is an empty box.\nif(this.isEmpty())return this;// NOTE: I am using a binary pattern to specify all 2^3 combinations below\npoints[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(matrix);// 000\npoints[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(matrix);// 001\npoints[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(matrix);// 010\npoints[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(matrix);// 011\npoints[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(matrix);// 100\npoints[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(matrix);// 101\npoints[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(matrix);// 110\npoints[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(matrix);// 111\nthis.setFromPoints(points);return this;};}(),translate:function translate(offset){this.min.add(offset);this.max.add(offset);return this;},equals:function equals(box){return box.min.equals(this.min)&&box.max.equals(this.max);}};/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */function Sphere(center,radius){this.center=center!==undefined?center:new Vector3();this.radius=radius!==undefined?radius:0;}Sphere.prototype={constructor:Sphere,set:function set(center,radius){this.center.copy(center);this.radius=radius;return this;},setFromPoints:function(){var box=new Box3();return function setFromPoints(points,optionalCenter){var center=this.center;if(optionalCenter!==undefined){center.copy(optionalCenter);}else{box.setFromPoints(points).getCenter(center);}var maxRadiusSq=0;for(var i=0,il=points.length;i<il;i++){maxRadiusSq=Math.max(maxRadiusSq,center.distanceToSquared(points[i]));}this.radius=Math.sqrt(maxRadiusSq);return this;};}(),clone:function clone(){return new this.constructor().copy(this);},copy:function copy(sphere){this.center.copy(sphere.center);this.radius=sphere.radius;return this;},empty:function empty(){return this.radius<=0;},containsPoint:function containsPoint(point){return point.distanceToSquared(this.center)<=this.radius*this.radius;},distanceToPoint:function distanceToPoint(point){return point.distanceTo(this.center)-this.radius;},intersectsSphere:function intersectsSphere(sphere){var radiusSum=this.radius+sphere.radius;return sphere.center.distanceToSquared(this.center)<=radiusSum*radiusSum;},intersectsBox:function intersectsBox(box){return box.intersectsSphere(this);},intersectsPlane:function intersectsPlane(plane){// We use the following equation to compute the signed distance from\n// the center of the sphere to the plane.\n//\n// distance = q * n - d\n//\n// If this distance is greater than the radius of the sphere,\n// then there is no intersection.\nreturn Math.abs(this.center.dot(plane.normal)-plane.constant)<=this.radius;},clampPoint:function clampPoint(point,optionalTarget){var deltaLengthSq=this.center.distanceToSquared(point);var result=optionalTarget||new Vector3();result.copy(point);if(deltaLengthSq>this.radius*this.radius){result.sub(this.center).normalize();result.multiplyScalar(this.radius).add(this.center);}return result;},getBoundingBox:function getBoundingBox(optionalTarget){var box=optionalTarget||new Box3();box.set(this.center,this.center);box.expandByScalar(this.radius);return box;},applyMatrix4:function applyMatrix4(matrix){this.center.applyMatrix4(matrix);this.radius=this.radius*matrix.getMaxScaleOnAxis();return this;},translate:function translate(offset){this.center.add(offset);return this;},equals:function equals(sphere){return sphere.center.equals(this.center)&&sphere.radius===this.radius;}};/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */function Matrix3(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);if(arguments.length>0){console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');}}Matrix3.prototype={constructor:Matrix3,isMatrix3:true,set:function set(n11,n12,n13,n21,n22,n23,n31,n32,n33){var te=this.elements;te[0]=n11;te[1]=n21;te[2]=n31;te[3]=n12;te[4]=n22;te[5]=n32;te[6]=n13;te[7]=n23;te[8]=n33;return this;},identity:function identity(){this.set(1,0,0,0,1,0,0,0,1);return this;},clone:function clone(){return new this.constructor().fromArray(this.elements);},copy:function copy(m){var me=m.elements;this.set(me[0],me[3],me[6],me[1],me[4],me[7],me[2],me[5],me[8]);return this;},setFromMatrix4:function setFromMatrix4(m){var me=m.elements;this.set(me[0],me[4],me[8],me[1],me[5],me[9],me[2],me[6],me[10]);return this;},applyToVector3Array:function(){var v1;return function applyToVector3Array(array,offset,length){if(v1===undefined)v1=new Vector3();if(offset===undefined)offset=0;if(length===undefined)length=array.length;for(var i=0,j=offset;i<length;i+=3,j+=3){v1.fromArray(array,j);v1.applyMatrix3(this);v1.toArray(array,j);}return array;};}(),applyToBuffer:function(){var v1;return function applyToBuffer(buffer,offset,length){if(v1===undefined)v1=new Vector3();if(offset===undefined)offset=0;if(length===undefined)length=buffer.length/buffer.itemSize;for(var i=0,j=offset;i<length;i++,j++){v1.x=buffer.getX(j);v1.y=buffer.getY(j);v1.z=buffer.getZ(j);v1.applyMatrix3(this);buffer.setXYZ(v1.x,v1.y,v1.z);}return buffer;};}(),multiplyScalar:function multiplyScalar(s){var te=this.elements;te[0]*=s;te[3]*=s;te[6]*=s;te[1]*=s;te[4]*=s;te[7]*=s;te[2]*=s;te[5]*=s;te[8]*=s;return this;},determinant:function determinant(){var te=this.elements;var a=te[0],b=te[1],c=te[2],d=te[3],e=te[4],f=te[5],g=te[6],h=te[7],i=te[8];return a*e*i-a*f*h-b*d*i+b*f*g+c*d*h-c*e*g;},getInverse:function getInverse(matrix,throwOnDegenerate){if(matrix&&matrix.isMatrix4){console.error(\"THREE.Matrix3.getInverse no longer takes a Matrix4 argument.\");}var me=matrix.elements,te=this.elements,n11=me[0],n21=me[1],n31=me[2],n12=me[3],n22=me[4],n32=me[5],n13=me[6],n23=me[7],n33=me[8],t11=n33*n22-n32*n23,t12=n32*n13-n33*n12,t13=n23*n12-n22*n13,det=n11*t11+n21*t12+n31*t13;if(det===0){var msg=\"THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0\";if(throwOnDegenerate===true){throw new Error(msg);}else{console.warn(msg);}return this.identity();}var detInv=1/det;te[0]=t11*detInv;te[1]=(n31*n23-n33*n21)*detInv;te[2]=(n32*n21-n31*n22)*detInv;te[3]=t12*detInv;te[4]=(n33*n11-n31*n13)*detInv;te[5]=(n31*n12-n32*n11)*detInv;te[6]=t13*detInv;te[7]=(n21*n13-n23*n11)*detInv;te[8]=(n22*n11-n21*n12)*detInv;return this;},transpose:function transpose(){var tmp,m=this.elements;tmp=m[1];m[1]=m[3];m[3]=tmp;tmp=m[2];m[2]=m[6];m[6]=tmp;tmp=m[5];m[5]=m[7];m[7]=tmp;return this;},flattenToArrayOffset:function flattenToArrayOffset(array,offset){console.warn(\"THREE.Matrix3: .flattenToArrayOffset is deprecated \"+\"- just use .toArray instead.\");return this.toArray(array,offset);},getNormalMatrix:function getNormalMatrix(matrix4){return this.setFromMatrix4(matrix4).getInverse(this).transpose();},transposeIntoArray:function transposeIntoArray(r){var m=this.elements;r[0]=m[0];r[1]=m[3];r[2]=m[6];r[3]=m[1];r[4]=m[4];r[5]=m[7];r[6]=m[2];r[7]=m[5];r[8]=m[8];return this;},fromArray:function fromArray(array,offset){if(offset===undefined)offset=0;for(var i=0;i<9;i++){this.elements[i]=array[i+offset];}return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;var te=this.elements;array[offset]=te[0];array[offset+1]=te[1];array[offset+2]=te[2];array[offset+3]=te[3];array[offset+4]=te[4];array[offset+5]=te[5];array[offset+6]=te[6];array[offset+7]=te[7];array[offset+8]=te[8];return array;}};/**\n * @author bhouston / http://clara.io\n */function Plane(normal,constant){this.normal=normal!==undefined?normal:new Vector3(1,0,0);this.constant=constant!==undefined?constant:0;}Plane.prototype={constructor:Plane,set:function set(normal,constant){this.normal.copy(normal);this.constant=constant;return this;},setComponents:function setComponents(x,y,z,w){this.normal.set(x,y,z);this.constant=w;return this;},setFromNormalAndCoplanarPoint:function setFromNormalAndCoplanarPoint(normal,point){this.normal.copy(normal);this.constant=-point.dot(this.normal);// must be this.normal, not normal, as this.normal is normalized\nreturn this;},setFromCoplanarPoints:function(){var v1=new Vector3();var v2=new Vector3();return function setFromCoplanarPoints(a,b,c){var normal=v1.subVectors(c,b).cross(v2.subVectors(a,b)).normalize();// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\nthis.setFromNormalAndCoplanarPoint(normal,a);return this;};}(),clone:function clone(){return new this.constructor().copy(this);},copy:function copy(plane){this.normal.copy(plane.normal);this.constant=plane.constant;return this;},normalize:function normalize(){// Note: will lead to a divide by zero if the plane is invalid.\nvar inverseNormalLength=1.0/this.normal.length();this.normal.multiplyScalar(inverseNormalLength);this.constant*=inverseNormalLength;return this;},negate:function negate(){this.constant*=-1;this.normal.negate();return this;},distanceToPoint:function distanceToPoint(point){return this.normal.dot(point)+this.constant;},distanceToSphere:function distanceToSphere(sphere){return this.distanceToPoint(sphere.center)-sphere.radius;},projectPoint:function projectPoint(point,optionalTarget){return this.orthoPoint(point,optionalTarget).sub(point).negate();},orthoPoint:function orthoPoint(point,optionalTarget){var perpendicularMagnitude=this.distanceToPoint(point);var result=optionalTarget||new Vector3();return result.copy(this.normal).multiplyScalar(perpendicularMagnitude);},intersectLine:function(){var v1=new Vector3();return function intersectLine(line,optionalTarget){var result=optionalTarget||new Vector3();var direction=line.delta(v1);var denominator=this.normal.dot(direction);if(denominator===0){// line is coplanar, return origin\nif(this.distanceToPoint(line.start)===0){return result.copy(line.start);}// Unsure if this is the correct method to handle this case.\nreturn undefined;}var t=-(line.start.dot(this.normal)+this.constant)/denominator;if(t<0||t>1){return undefined;}return result.copy(direction).multiplyScalar(t).add(line.start);};}(),intersectsLine:function intersectsLine(line){// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\nvar startSign=this.distanceToPoint(line.start);var endSign=this.distanceToPoint(line.end);return startSign<0&&endSign>0||endSign<0&&startSign>0;},intersectsBox:function intersectsBox(box){return box.intersectsPlane(this);},intersectsSphere:function intersectsSphere(sphere){return sphere.intersectsPlane(this);},coplanarPoint:function coplanarPoint(optionalTarget){var result=optionalTarget||new Vector3();return result.copy(this.normal).multiplyScalar(-this.constant);},applyMatrix4:function(){var v1=new Vector3();var m1=new Matrix3();return function applyMatrix4(matrix,optionalNormalMatrix){var referencePoint=this.coplanarPoint(v1).applyMatrix4(matrix);// transform normal based on theory here:\n// http://www.songho.ca/opengl/gl_normaltransform.html\nvar normalMatrix=optionalNormalMatrix||m1.getNormalMatrix(matrix);var normal=this.normal.applyMatrix3(normalMatrix).normalize();// recalculate constant (like in setFromNormalAndCoplanarPoint)\nthis.constant=-referencePoint.dot(normal);return this;};}(),translate:function translate(offset){this.constant=this.constant-offset.dot(this.normal);return this;},equals:function equals(plane){return plane.normal.equals(this.normal)&&plane.constant===this.constant;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / http://clara.io\n */function Frustum(p0,p1,p2,p3,p4,p5){this.planes=[p0!==undefined?p0:new Plane(),p1!==undefined?p1:new Plane(),p2!==undefined?p2:new Plane(),p3!==undefined?p3:new Plane(),p4!==undefined?p4:new Plane(),p5!==undefined?p5:new Plane()];}Frustum.prototype={constructor:Frustum,set:function set(p0,p1,p2,p3,p4,p5){var planes=this.planes;planes[0].copy(p0);planes[1].copy(p1);planes[2].copy(p2);planes[3].copy(p3);planes[4].copy(p4);planes[5].copy(p5);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(frustum){var planes=this.planes;for(var i=0;i<6;i++){planes[i].copy(frustum.planes[i]);}return this;},setFromMatrix:function setFromMatrix(m){var planes=this.planes;var me=m.elements;var me0=me[0],me1=me[1],me2=me[2],me3=me[3];var me4=me[4],me5=me[5],me6=me[6],me7=me[7];var me8=me[8],me9=me[9],me10=me[10],me11=me[11];var me12=me[12],me13=me[13],me14=me[14],me15=me[15];planes[0].setComponents(me3-me0,me7-me4,me11-me8,me15-me12).normalize();planes[1].setComponents(me3+me0,me7+me4,me11+me8,me15+me12).normalize();planes[2].setComponents(me3+me1,me7+me5,me11+me9,me15+me13).normalize();planes[3].setComponents(me3-me1,me7-me5,me11-me9,me15-me13).normalize();planes[4].setComponents(me3-me2,me7-me6,me11-me10,me15-me14).normalize();planes[5].setComponents(me3+me2,me7+me6,me11+me10,me15+me14).normalize();return this;},intersectsObject:function(){var sphere=new Sphere();return function intersectsObject(object){var geometry=object.geometry;if(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);return this.intersectsSphere(sphere);};}(),intersectsSprite:function(){var sphere=new Sphere();return function intersectsSprite(sprite){sphere.center.set(0,0,0);sphere.radius=0.7071067811865476;sphere.applyMatrix4(sprite.matrixWorld);return this.intersectsSphere(sphere);};}(),intersectsSphere:function intersectsSphere(sphere){var planes=this.planes;var center=sphere.center;var negRadius=-sphere.radius;for(var i=0;i<6;i++){var distance=planes[i].distanceToPoint(center);if(distance<negRadius){return false;}}return true;},intersectsBox:function(){var p1=new Vector3(),p2=new Vector3();return function intersectsBox(box){var planes=this.planes;for(var i=0;i<6;i++){var plane=planes[i];p1.x=plane.normal.x>0?box.min.x:box.max.x;p2.x=plane.normal.x>0?box.max.x:box.min.x;p1.y=plane.normal.y>0?box.min.y:box.max.y;p2.y=plane.normal.y>0?box.max.y:box.min.y;p1.z=plane.normal.z>0?box.min.z:box.max.z;p2.z=plane.normal.z>0?box.max.z:box.min.z;var d1=plane.distanceToPoint(p1);var d2=plane.distanceToPoint(p2);// if both outside plane, no intersection\nif(d1<0&&d2<0){return false;}}return true;};}(),containsPoint:function containsPoint(point){var planes=this.planes;for(var i=0;i<6;i++){if(planes[i].distanceToPoint(point)<0){return false;}}return true;}};function WebGLShadowMap(_renderer,_lights,_objects,capabilities){var _gl=_renderer.context,_state=_renderer.state,_frustum=new Frustum(),_projScreenMatrix=new Matrix4(),_lightShadows=_lights.shadows,_shadowMapSize=new Vector2(),_maxShadowMapSize=new Vector2(capabilities.maxTextureSize,capabilities.maxTextureSize),_lookTarget=new Vector3(),_lightPositionWorld=new Vector3(),_renderList=[],_MorphingFlag=1,_SkinningFlag=2,_NumberOfMaterialVariants=(_MorphingFlag|_SkinningFlag)+1,_depthMaterials=new Array(_NumberOfMaterialVariants),_distanceMaterials=new Array(_NumberOfMaterialVariants),_materialCache={};var cubeDirections=[new Vector3(1,0,0),new Vector3(-1,0,0),new Vector3(0,0,1),new Vector3(0,0,-1),new Vector3(0,1,0),new Vector3(0,-1,0)];var cubeUps=[new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,0,1),new Vector3(0,0,-1)];var cube2DViewPorts=[new Vector4(),new Vector4(),new Vector4(),new Vector4(),new Vector4(),new Vector4()];// init\nvar depthMaterialTemplate=new MeshDepthMaterial();depthMaterialTemplate.depthPacking=RGBADepthPacking;depthMaterialTemplate.clipping=true;var distanceShader=ShaderLib[\"distanceRGBA\"];var distanceUniforms=exports.UniformsUtils.clone(distanceShader.uniforms);for(var i=0;i!==_NumberOfMaterialVariants;++i){var useMorphing=(i&_MorphingFlag)!==0;var useSkinning=(i&_SkinningFlag)!==0;var depthMaterial=depthMaterialTemplate.clone();depthMaterial.morphTargets=useMorphing;depthMaterial.skinning=useSkinning;_depthMaterials[i]=depthMaterial;var distanceMaterial=new ShaderMaterial({defines:{'USE_SHADOWMAP':''},uniforms:distanceUniforms,vertexShader:distanceShader.vertexShader,fragmentShader:distanceShader.fragmentShader,morphTargets:useMorphing,skinning:useSkinning,clipping:true});_distanceMaterials[i]=distanceMaterial;}//\nvar scope=this;this.enabled=false;this.autoUpdate=true;this.needsUpdate=false;this.type=PCFShadowMap;this.renderReverseSided=true;this.renderSingleSided=true;this.render=function(scene,camera){if(scope.enabled===false)return;if(scope.autoUpdate===false&&scope.needsUpdate===false)return;if(_lightShadows.length===0)return;// Set GL state for depth map.\n_state.clearColor(1,1,1,1);_state.disable(_gl.BLEND);_state.setDepthTest(true);_state.setScissorTest(false);// render depth map\nvar faceCount,isPointLight;for(var i=0,il=_lightShadows.length;i<il;i++){var light=_lightShadows[i];var shadow=light.shadow;if(shadow===undefined){console.warn('THREE.WebGLShadowMap:',light,'has no shadow.');continue;}var shadowCamera=shadow.camera;_shadowMapSize.copy(shadow.mapSize);_shadowMapSize.min(_maxShadowMapSize);if(light&&light.isPointLight){faceCount=6;isPointLight=true;var vpWidth=_shadowMapSize.x;var vpHeight=_shadowMapSize.y;// These viewports map a cube-map onto a 2D texture with the\n// following orientation:\n//\n// xzXZ\n// y Y\n//\n// X - Positive x direction\n// x - Negative x direction\n// Y - Positive y direction\n// y - Negative y direction\n// Z - Positive z direction\n// z - Negative z direction\n// positive X\ncube2DViewPorts[0].set(vpWidth*2,vpHeight,vpWidth,vpHeight);// negative X\ncube2DViewPorts[1].set(0,vpHeight,vpWidth,vpHeight);// positive Z\ncube2DViewPorts[2].set(vpWidth*3,vpHeight,vpWidth,vpHeight);// negative Z\ncube2DViewPorts[3].set(vpWidth,vpHeight,vpWidth,vpHeight);// positive Y\ncube2DViewPorts[4].set(vpWidth*3,0,vpWidth,vpHeight);// negative Y\ncube2DViewPorts[5].set(vpWidth,0,vpWidth,vpHeight);_shadowMapSize.x*=4.0;_shadowMapSize.y*=2.0;}else{faceCount=1;isPointLight=false;}if(shadow.map===null){var pars={minFilter:NearestFilter,magFilter:NearestFilter,format:RGBAFormat};shadow.map=new WebGLRenderTarget(_shadowMapSize.x,_shadowMapSize.y,pars);shadowCamera.updateProjectionMatrix();}if(shadow&&shadow.isSpotLightShadow){shadow.update(light);}var shadowMap=shadow.map;var shadowMatrix=shadow.matrix;_lightPositionWorld.setFromMatrixPosition(light.matrixWorld);shadowCamera.position.copy(_lightPositionWorld);_renderer.setRenderTarget(shadowMap);_renderer.clear();// render shadow map for each cube face (if omni-directional) or\n// run a single pass if not\nfor(var face=0;face<faceCount;face++){if(isPointLight){_lookTarget.copy(shadowCamera.position);_lookTarget.add(cubeDirections[face]);shadowCamera.up.copy(cubeUps[face]);shadowCamera.lookAt(_lookTarget);var vpDimensions=cube2DViewPorts[face];_state.viewport(vpDimensions);}else{_lookTarget.setFromMatrixPosition(light.target.matrixWorld);shadowCamera.lookAt(_lookTarget);}shadowCamera.updateMatrixWorld();shadowCamera.matrixWorldInverse.getInverse(shadowCamera.matrixWorld);// compute shadow matrix\nshadowMatrix.set(0.5,0.0,0.0,0.5,0.0,0.5,0.0,0.5,0.0,0.0,0.5,0.5,0.0,0.0,0.0,1.0);shadowMatrix.multiply(shadowCamera.projectionMatrix);shadowMatrix.multiply(shadowCamera.matrixWorldInverse);// update camera matrices and frustum\n_projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix,shadowCamera.matrixWorldInverse);_frustum.setFromMatrix(_projScreenMatrix);// set object matrices & frustum culling\n_renderList.length=0;projectObject(scene,camera,shadowCamera);// render shadow map\n// render regular objects\nfor(var j=0,jl=_renderList.length;j<jl;j++){var object=_renderList[j];var geometry=_objects.update(object);var material=object.material;if(material&&material.isMultiMaterial){var groups=geometry.groups;var materials=material.materials;for(var k=0,kl=groups.length;k<kl;k++){var group=groups[k];var groupMaterial=materials[group.materialIndex];if(groupMaterial.visible===true){var depthMaterial=getDepthMaterial(object,groupMaterial,isPointLight,_lightPositionWorld);_renderer.renderBufferDirect(shadowCamera,null,geometry,depthMaterial,object,group);}}}else{var depthMaterial=getDepthMaterial(object,material,isPointLight,_lightPositionWorld);_renderer.renderBufferDirect(shadowCamera,null,geometry,depthMaterial,object,null);}}}}// Restore GL state.\nvar clearColor=_renderer.getClearColor(),clearAlpha=_renderer.getClearAlpha();_renderer.setClearColor(clearColor,clearAlpha);scope.needsUpdate=false;};function getDepthMaterial(object,material,isPointLight,lightPositionWorld){var geometry=object.geometry;var result=null;var materialVariants=_depthMaterials;var customMaterial=object.customDepthMaterial;if(isPointLight){materialVariants=_distanceMaterials;customMaterial=object.customDistanceMaterial;}if(!customMaterial){var useMorphing=false;if(material.morphTargets){if(geometry&&geometry.isBufferGeometry){useMorphing=geometry.morphAttributes&&geometry.morphAttributes.position&&geometry.morphAttributes.position.length>0;}else if(geometry&&geometry.isGeometry){useMorphing=geometry.morphTargets&&geometry.morphTargets.length>0;}}var useSkinning=object.isSkinnedMesh&&material.skinning;var variantIndex=0;if(useMorphing)variantIndex|=_MorphingFlag;if(useSkinning)variantIndex|=_SkinningFlag;result=materialVariants[variantIndex];}else{result=customMaterial;}if(_renderer.localClippingEnabled&&material.clipShadows===true&&material.clippingPlanes.length!==0){// in this case we need a unique material instance reflecting the\n// appropriate state\nvar keyA=result.uuid,keyB=material.uuid;var materialsForVariant=_materialCache[keyA];if(materialsForVariant===undefined){materialsForVariant={};_materialCache[keyA]=materialsForVariant;}var cachedMaterial=materialsForVariant[keyB];if(cachedMaterial===undefined){cachedMaterial=result.clone();materialsForVariant[keyB]=cachedMaterial;}result=cachedMaterial;}result.visible=material.visible;result.wireframe=material.wireframe;var side=material.side;if(scope.renderSingleSided&&side==DoubleSide){side=FrontSide;}if(scope.renderReverseSided){if(side===FrontSide)side=BackSide;else if(side===BackSide)side=FrontSide;}result.side=side;result.clipShadows=material.clipShadows;result.clippingPlanes=material.clippingPlanes;result.wireframeLinewidth=material.wireframeLinewidth;result.linewidth=material.linewidth;if(isPointLight&&result.uniforms.lightPos!==undefined){result.uniforms.lightPos.value.copy(lightPositionWorld);}return result;}function projectObject(object,camera,shadowCamera){if(object.visible===false)return;var visible=(object.layers.mask&camera.layers.mask)!==0;if(visible&&(object.isMesh||object.isLine||object.isPoints)){if(object.castShadow&&(object.frustumCulled===false||_frustum.intersectsObject(object)===true)){var material=object.material;if(material.visible===true){object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse,object.matrixWorld);_renderList.push(object);}}}var children=object.children;for(var i=0,l=children.length;i<l;i++){projectObject(children[i],camera,shadowCamera);}}}/**\n * @author bhouston / http://clara.io\n */function Ray(origin,direction){this.origin=origin!==undefined?origin:new Vector3();this.direction=direction!==undefined?direction:new Vector3();}Ray.prototype={constructor:Ray,set:function set(origin,direction){this.origin.copy(origin);this.direction.copy(direction);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(ray){this.origin.copy(ray.origin);this.direction.copy(ray.direction);return this;},at:function at(t,optionalTarget){var result=optionalTarget||new Vector3();return result.copy(this.direction).multiplyScalar(t).add(this.origin);},lookAt:function lookAt(v){this.direction.copy(v).sub(this.origin).normalize();return this;},recast:function(){var v1=new Vector3();return function recast(t){this.origin.copy(this.at(t,v1));return this;};}(),closestPointToPoint:function closestPointToPoint(point,optionalTarget){var result=optionalTarget||new Vector3();result.subVectors(point,this.origin);var directionDistance=result.dot(this.direction);if(directionDistance<0){return result.copy(this.origin);}return result.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);},distanceToPoint:function distanceToPoint(point){return Math.sqrt(this.distanceSqToPoint(point));},distanceSqToPoint:function(){var v1=new Vector3();return function distanceSqToPoint(point){var directionDistance=v1.subVectors(point,this.origin).dot(this.direction);// point behind the ray\nif(directionDistance<0){return this.origin.distanceToSquared(point);}v1.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);return v1.distanceToSquared(point);};}(),distanceSqToSegment:function(){var segCenter=new Vector3();var segDir=new Vector3();var diff=new Vector3();return function distanceSqToSegment(v0,v1,optionalPointOnRay,optionalPointOnSegment){// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n// It returns the min distance between the ray and the segment\n// defined by v0 and v1\n// It can also set two optional targets :\n// - The closest point on the ray\n// - The closest point on the segment\nsegCenter.copy(v0).add(v1).multiplyScalar(0.5);segDir.copy(v1).sub(v0).normalize();diff.copy(this.origin).sub(segCenter);var segExtent=v0.distanceTo(v1)*0.5;var a01=-this.direction.dot(segDir);var b0=diff.dot(this.direction);var b1=-diff.dot(segDir);var c=diff.lengthSq();var det=Math.abs(1-a01*a01);var s0,s1,sqrDist,extDet;if(det>0){// The ray and segment are not parallel.\ns0=a01*b1-b0;s1=a01*b0-b1;extDet=segExtent*det;if(s0>=0){if(s1>=-extDet){if(s1<=extDet){// region 0\n// Minimum at interior points of ray and segment.\nvar invDet=1/det;s0*=invDet;s1*=invDet;sqrDist=s0*(s0+a01*s1+2*b0)+s1*(a01*s0+s1+2*b1)+c;}else{// region 1\ns1=segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}else{// region 5\ns1=-segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}else{if(s1<=-extDet){// region 4\ns0=Math.max(0,-(-a01*segExtent+b0));s1=s0>0?-segExtent:Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=-s0*s0+s1*(s1+2*b1)+c;}else if(s1<=extDet){// region 3\ns0=0;s1=Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=s1*(s1+2*b1)+c;}else{// region 2\ns0=Math.max(0,-(a01*segExtent+b0));s1=s0>0?segExtent:Math.min(Math.max(-segExtent,-b1),segExtent);sqrDist=-s0*s0+s1*(s1+2*b1)+c;}}}else{// Ray and segment are parallel.\ns1=a01>0?-segExtent:segExtent;s0=Math.max(0,-(a01*s1+b0));sqrDist=-s0*s0+s1*(s1+2*b1)+c;}if(optionalPointOnRay){optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);}if(optionalPointOnSegment){optionalPointOnSegment.copy(segDir).multiplyScalar(s1).add(segCenter);}return sqrDist;};}(),intersectSphere:function(){var v1=new Vector3();return function intersectSphere(sphere,optionalTarget){v1.subVectors(sphere.center,this.origin);var tca=v1.dot(this.direction);var d2=v1.dot(v1)-tca*tca;var radius2=sphere.radius*sphere.radius;if(d2>radius2)return null;var thc=Math.sqrt(radius2-d2);// t0 = first intersect point - entrance on front of sphere\nvar t0=tca-thc;// t1 = second intersect point - exit point on back of sphere\nvar t1=tca+thc;// test to see if both t0 and t1 are behind the ray - if so, return null\nif(t0<0&&t1<0)return null;// test to see if t0 is behind the ray:\n// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n// in order to always return an intersect point that is in front of the ray.\nif(t0<0)return this.at(t1,optionalTarget);// else t0 is in front of the ray, so return the first collision point scaled by t0\nreturn this.at(t0,optionalTarget);};}(),intersectsSphere:function intersectsSphere(sphere){return this.distanceToPoint(sphere.center)<=sphere.radius;},distanceToPlane:function distanceToPlane(plane){var denominator=plane.normal.dot(this.direction);if(denominator===0){// line is coplanar, return origin\nif(plane.distanceToPoint(this.origin)===0){return 0;}// Null is preferable to undefined since undefined means.... it is undefined\nreturn null;}var t=-(this.origin.dot(plane.normal)+plane.constant)/denominator;// Return if the ray never intersects the plane\nreturn t>=0?t:null;},intersectPlane:function intersectPlane(plane,optionalTarget){var t=this.distanceToPlane(plane);if(t===null){return null;}return this.at(t,optionalTarget);},intersectsPlane:function intersectsPlane(plane){// check if the ray lies on the plane first\nvar distToPoint=plane.distanceToPoint(this.origin);if(distToPoint===0){return true;}var denominator=plane.normal.dot(this.direction);if(denominator*distToPoint<0){return true;}// ray origin is behind the plane (and is pointing behind it)\nreturn false;},intersectBox:function intersectBox(box,optionalTarget){var tmin,tmax,tymin,tymax,tzmin,tzmax;var invdirx=1/this.direction.x,invdiry=1/this.direction.y,invdirz=1/this.direction.z;var origin=this.origin;if(invdirx>=0){tmin=(box.min.x-origin.x)*invdirx;tmax=(box.max.x-origin.x)*invdirx;}else{tmin=(box.max.x-origin.x)*invdirx;tmax=(box.min.x-origin.x)*invdirx;}if(invdiry>=0){tymin=(box.min.y-origin.y)*invdiry;tymax=(box.max.y-origin.y)*invdiry;}else{tymin=(box.max.y-origin.y)*invdiry;tymax=(box.min.y-origin.y)*invdiry;}if(tmin>tymax||tymin>tmax)return null;// These lines also handle the case where tmin or tmax is NaN\n// (result of 0 * Infinity). x !== x returns true if x is NaN\nif(tymin>tmin||tmin!==tmin)tmin=tymin;if(tymax<tmax||tmax!==tmax)tmax=tymax;if(invdirz>=0){tzmin=(box.min.z-origin.z)*invdirz;tzmax=(box.max.z-origin.z)*invdirz;}else{tzmin=(box.max.z-origin.z)*invdirz;tzmax=(box.min.z-origin.z)*invdirz;}if(tmin>tzmax||tzmin>tmax)return null;if(tzmin>tmin||tmin!==tmin)tmin=tzmin;if(tzmax<tmax||tmax!==tmax)tmax=tzmax;//return point closest to the ray (positive side)\nif(tmax<0)return null;return this.at(tmin>=0?tmin:tmax,optionalTarget);},intersectsBox:function(){var v=new Vector3();return function intersectsBox(box){return this.intersectBox(box,v)!==null;};}(),intersectTriangle:function(){// Compute the offset origin, edges, and normal.\nvar diff=new Vector3();var edge1=new Vector3();var edge2=new Vector3();var normal=new Vector3();return function intersectTriangle(a,b,c,backfaceCulling,optionalTarget){// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\nedge1.subVectors(b,a);edge2.subVectors(c,a);normal.crossVectors(edge1,edge2);// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\nvar DdN=this.direction.dot(normal);var sign;if(DdN>0){if(backfaceCulling)return null;sign=1;}else if(DdN<0){sign=-1;DdN=-DdN;}else{return null;}diff.subVectors(this.origin,a);var DdQxE2=sign*this.direction.dot(edge2.crossVectors(diff,edge2));// b1 < 0, no intersection\nif(DdQxE2<0){return null;}var DdE1xQ=sign*this.direction.dot(edge1.cross(diff));// b2 < 0, no intersection\nif(DdE1xQ<0){return null;}// b1+b2 > 1, no intersection\nif(DdQxE2+DdE1xQ>DdN){return null;}// Line intersects triangle, check if ray does.\nvar QdN=-sign*diff.dot(normal);// t < 0, no intersection\nif(QdN<0){return null;}// Ray intersects triangle.\nreturn this.at(QdN/DdN,optionalTarget);};}(),applyMatrix4:function applyMatrix4(matrix4){this.direction.add(this.origin).applyMatrix4(matrix4);this.origin.applyMatrix4(matrix4);this.direction.sub(this.origin);this.direction.normalize();return this;},equals:function equals(ray){return ray.origin.equals(this.origin)&&ray.direction.equals(this.direction);}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */function Euler(x,y,z,order){this._x=x||0;this._y=y||0;this._z=z||0;this._order=order||Euler.DefaultOrder;}Euler.RotationOrders=['XYZ','YZX','ZXY','XZY','YXZ','ZYX'];Euler.DefaultOrder='XYZ';Euler.prototype={constructor:Euler,isEuler:true,get x(){return this._x;},set x(value){this._x=value;this.onChangeCallback();},get y(){return this._y;},set y(value){this._y=value;this.onChangeCallback();},get z(){return this._z;},set z(value){this._z=value;this.onChangeCallback();},get order(){return this._order;},set order(value){this._order=value;this.onChangeCallback();},set:function set(x,y,z,order){this._x=x;this._y=y;this._z=z;this._order=order||this._order;this.onChangeCallback();return this;},clone:function clone(){return new this.constructor(this._x,this._y,this._z,this._order);},copy:function copy(euler){this._x=euler._x;this._y=euler._y;this._z=euler._z;this._order=euler._order;this.onChangeCallback();return this;},setFromRotationMatrix:function setFromRotationMatrix(m,order,update){var clamp=exports.Math.clamp;// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\nvar te=m.elements;var m11=te[0],m12=te[4],m13=te[8];var m21=te[1],m22=te[5],m23=te[9];var m31=te[2],m32=te[6],m33=te[10];order=order||this._order;if(order==='XYZ'){this._y=Math.asin(clamp(m13,-1,1));if(Math.abs(m13)<0.99999){this._x=Math.atan2(-m23,m33);this._z=Math.atan2(-m12,m11);}else{this._x=Math.atan2(m32,m22);this._z=0;}}else if(order==='YXZ'){this._x=Math.asin(-clamp(m23,-1,1));if(Math.abs(m23)<0.99999){this._y=Math.atan2(m13,m33);this._z=Math.atan2(m21,m22);}else{this._y=Math.atan2(-m31,m11);this._z=0;}}else if(order==='ZXY'){this._x=Math.asin(clamp(m32,-1,1));if(Math.abs(m32)<0.99999){this._y=Math.atan2(-m31,m33);this._z=Math.atan2(-m12,m22);}else{this._y=0;this._z=Math.atan2(m21,m11);}}else if(order==='ZYX'){this._y=Math.asin(-clamp(m31,-1,1));if(Math.abs(m31)<0.99999){this._x=Math.atan2(m32,m33);this._z=Math.atan2(m21,m11);}else{this._x=0;this._z=Math.atan2(-m12,m22);}}else if(order==='YZX'){this._z=Math.asin(clamp(m21,-1,1));if(Math.abs(m21)<0.99999){this._x=Math.atan2(-m23,m22);this._y=Math.atan2(-m31,m11);}else{this._x=0;this._y=Math.atan2(m13,m33);}}else if(order==='XZY'){this._z=Math.asin(-clamp(m12,-1,1));if(Math.abs(m12)<0.99999){this._x=Math.atan2(m32,m22);this._y=Math.atan2(m13,m11);}else{this._x=Math.atan2(-m23,m33);this._y=0;}}else{console.warn('THREE.Euler: .setFromRotationMatrix() given unsupported order: '+order);}this._order=order;if(update!==false)this.onChangeCallback();return this;},setFromQuaternion:function(){var matrix;return function setFromQuaternion(q,order,update){if(matrix===undefined)matrix=new Matrix4();matrix.makeRotationFromQuaternion(q);return this.setFromRotationMatrix(matrix,order,update);};}(),setFromVector3:function setFromVector3(v,order){return this.set(v.x,v.y,v.z,order||this._order);},reorder:function(){// WARNING: this discards revolution information -bhouston\nvar q=new Quaternion();return function reorder(newOrder){q.setFromEuler(this);return this.setFromQuaternion(q,newOrder);};}(),equals:function equals(euler){return euler._x===this._x&&euler._y===this._y&&euler._z===this._z&&euler._order===this._order;},fromArray:function fromArray(array){this._x=array[0];this._y=array[1];this._z=array[2];if(array[3]!==undefined)this._order=array[3];this.onChangeCallback();return this;},toArray:function toArray(array,offset){if(array===undefined)array=[];if(offset===undefined)offset=0;array[offset]=this._x;array[offset+1]=this._y;array[offset+2]=this._z;array[offset+3]=this._order;return array;},toVector3:function toVector3(optionalResult){if(optionalResult){return optionalResult.set(this._x,this._y,this._z);}else{return new Vector3(this._x,this._y,this._z);}},onChange:function onChange(callback){this.onChangeCallback=callback;return this;},onChangeCallback:function onChangeCallback(){}};/**\n * @author mrdoob / http://mrdoob.com/\n */function Layers(){this.mask=1;}Layers.prototype={constructor:Layers,set:function set(channel){this.mask=1<<channel;},enable:function enable(channel){this.mask|=1<<channel;},toggle:function toggle(channel){this.mask^=1<<channel;},disable:function disable(channel){this.mask&=~(1<<channel);},test:function test(layers){return(this.mask&layers.mask)!==0;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author elephantatwork / www.elephantatwork.ch\n */function Object3D(){Object.defineProperty(this,'id',{value:Object3DIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.type='Object3D';this.parent=null;this.children=[];this.up=Object3D.DefaultUp.clone();var position=new Vector3();var rotation=new Euler();var quaternion=new Quaternion();var scale=new Vector3(1,1,1);function onRotationChange(){quaternion.setFromEuler(rotation,false);}function onQuaternionChange(){rotation.setFromQuaternion(quaternion,undefined,false);}rotation.onChange(onRotationChange);quaternion.onChange(onQuaternionChange);Object.defineProperties(this,{position:{enumerable:true,value:position},rotation:{enumerable:true,value:rotation},quaternion:{enumerable:true,value:quaternion},scale:{enumerable:true,value:scale},modelViewMatrix:{value:new Matrix4()},normalMatrix:{value:new Matrix3()}});this.matrix=new Matrix4();this.matrixWorld=new Matrix4();this.matrixAutoUpdate=Object3D.DefaultMatrixAutoUpdate;this.matrixWorldNeedsUpdate=false;this.layers=new Layers();this.visible=true;this.castShadow=false;this.receiveShadow=false;this.frustumCulled=true;this.renderOrder=0;this.userData={};this.onBeforeRender=null;}Object3D.DefaultUp=new Vector3(0,1,0);Object3D.DefaultMatrixAutoUpdate=true;Object.assign(Object3D.prototype,EventDispatcher.prototype,{isObject3D:true,applyMatrix:function applyMatrix(matrix){this.matrix.multiplyMatrices(matrix,this.matrix);this.matrix.decompose(this.position,this.quaternion,this.scale);},setRotationFromAxisAngle:function setRotationFromAxisAngle(axis,angle){// assumes axis is normalized\nthis.quaternion.setFromAxisAngle(axis,angle);},setRotationFromEuler:function setRotationFromEuler(euler){this.quaternion.setFromEuler(euler,true);},setRotationFromMatrix:function setRotationFromMatrix(m){// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\nthis.quaternion.setFromRotationMatrix(m);},setRotationFromQuaternion:function setRotationFromQuaternion(q){// assumes q is normalized\nthis.quaternion.copy(q);},rotateOnAxis:function(){// rotate object on axis in object space\n// axis is assumed to be normalized\nvar q1=new Quaternion();return function rotateOnAxis(axis,angle){q1.setFromAxisAngle(axis,angle);this.quaternion.multiply(q1);return this;};}(),rotateX:function(){var v1=new Vector3(1,0,0);return function rotateX(angle){return this.rotateOnAxis(v1,angle);};}(),rotateY:function(){var v1=new Vector3(0,1,0);return function rotateY(angle){return this.rotateOnAxis(v1,angle);};}(),rotateZ:function(){var v1=new Vector3(0,0,1);return function rotateZ(angle){return this.rotateOnAxis(v1,angle);};}(),translateOnAxis:function(){// translate object by distance along axis in object space\n// axis is assumed to be normalized\nvar v1=new Vector3();return function translateOnAxis(axis,distance){v1.copy(axis).applyQuaternion(this.quaternion);this.position.add(v1.multiplyScalar(distance));return this;};}(),translateX:function(){var v1=new Vector3(1,0,0);return function translateX(distance){return this.translateOnAxis(v1,distance);};}(),translateY:function(){var v1=new Vector3(0,1,0);return function translateY(distance){return this.translateOnAxis(v1,distance);};}(),translateZ:function(){var v1=new Vector3(0,0,1);return function translateZ(distance){return this.translateOnAxis(v1,distance);};}(),localToWorld:function localToWorld(vector){return vector.applyMatrix4(this.matrixWorld);},worldToLocal:function(){var m1=new Matrix4();return function worldToLocal(vector){return vector.applyMatrix4(m1.getInverse(this.matrixWorld));};}(),lookAt:function(){// This routine does not support objects with rotated and/or translated parent(s)\nvar m1=new Matrix4();return function lookAt(vector){m1.lookAt(vector,this.position,this.up);this.quaternion.setFromRotationMatrix(m1);};}(),add:function add(object){if(arguments.length>1){for(var i=0;i<arguments.length;i++){this.add(arguments[i]);}return this;}if(object===this){console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\",object);return this;}if(object&&object.isObject3D){if(object.parent!==null){object.parent.remove(object);}object.parent=this;object.dispatchEvent({type:'added'});this.children.push(object);}else{console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\",object);}return this;},remove:function remove(object){if(arguments.length>1){for(var i=0;i<arguments.length;i++){this.remove(arguments[i]);}}var index=this.children.indexOf(object);if(index!==-1){object.parent=null;object.dispatchEvent({type:'removed'});this.children.splice(index,1);}},getObjectById:function getObjectById(id){return this.getObjectByProperty('id',id);},getObjectByName:function getObjectByName(name){return this.getObjectByProperty('name',name);},getObjectByProperty:function getObjectByProperty(name,value){if(this[name]===value)return this;for(var i=0,l=this.children.length;i<l;i++){var child=this.children[i];var object=child.getObjectByProperty(name,value);if(object!==undefined){return object;}}return undefined;},getWorldPosition:function getWorldPosition(optionalTarget){var result=optionalTarget||new Vector3();this.updateMatrixWorld(true);return result.setFromMatrixPosition(this.matrixWorld);},getWorldQuaternion:function(){var position=new Vector3();var scale=new Vector3();return function getWorldQuaternion(optionalTarget){var result=optionalTarget||new Quaternion();this.updateMatrixWorld(true);this.matrixWorld.decompose(position,result,scale);return result;};}(),getWorldRotation:function(){var quaternion=new Quaternion();return function getWorldRotation(optionalTarget){var result=optionalTarget||new Euler();this.getWorldQuaternion(quaternion);return result.setFromQuaternion(quaternion,this.rotation.order,false);};}(),getWorldScale:function(){var position=new Vector3();var quaternion=new Quaternion();return function getWorldScale(optionalTarget){var result=optionalTarget||new Vector3();this.updateMatrixWorld(true);this.matrixWorld.decompose(position,quaternion,result);return result;};}(),getWorldDirection:function(){var quaternion=new Quaternion();return function getWorldDirection(optionalTarget){var result=optionalTarget||new Vector3();this.getWorldQuaternion(quaternion);return result.set(0,0,1).applyQuaternion(quaternion);};}(),raycast:function raycast(){},traverse:function traverse(callback){callback(this);var children=this.children;for(var i=0,l=children.length;i<l;i++){children[i].traverse(callback);}},traverseVisible:function traverseVisible(callback){if(this.visible===false)return;callback(this);var children=this.children;for(var i=0,l=children.length;i<l;i++){children[i].traverseVisible(callback);}},traverseAncestors:function traverseAncestors(callback){var parent=this.parent;if(parent!==null){callback(parent);parent.traverseAncestors(callback);}},updateMatrix:function updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=true;},updateMatrixWorld:function updateMatrixWorld(force){if(this.matrixAutoUpdate===true)this.updateMatrix();if(this.matrixWorldNeedsUpdate===true||force===true){if(this.parent===null){this.matrixWorld.copy(this.matrix);}else{this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix);}this.matrixWorldNeedsUpdate=false;force=true;}// update children\nvar children=this.children;for(var i=0,l=children.length;i<l;i++){children[i].updateMatrixWorld(force);}},toJSON:function toJSON(meta){// meta is '' when called from JSON.stringify\nvar isRootObject=meta===undefined||meta==='';var output={};// meta is a hash used to collect geometries, materials.\n// not providing it implies that this is the root object\n// being serialized.\nif(isRootObject){// initialize meta obj\nmeta={geometries:{},materials:{},textures:{},images:{}};output.metadata={version:4.4,type:'Object',generator:'Object3D.toJSON'};}// standard Object3D serialization\nvar object={};object.uuid=this.uuid;object.type=this.type;if(this.name!=='')object.name=this.name;if(JSON.stringify(this.userData)!=='{}')object.userData=this.userData;if(this.castShadow===true)object.castShadow=true;if(this.receiveShadow===true)object.receiveShadow=true;if(this.visible===false)object.visible=false;object.matrix=this.matrix.toArray();//\nif(this.geometry!==undefined){if(meta.geometries[this.geometry.uuid]===undefined){meta.geometries[this.geometry.uuid]=this.geometry.toJSON(meta);}object.geometry=this.geometry.uuid;}if(this.material!==undefined){if(meta.materials[this.material.uuid]===undefined){meta.materials[this.material.uuid]=this.material.toJSON(meta);}object.material=this.material.uuid;}//\nif(this.children.length>0){object.children=[];for(var i=0;i<this.children.length;i++){object.children.push(this.children[i].toJSON(meta).object);}}if(isRootObject){var geometries=extractFromCache(meta.geometries);var materials=extractFromCache(meta.materials);var textures=extractFromCache(meta.textures);var images=extractFromCache(meta.images);if(geometries.length>0)output.geometries=geometries;if(materials.length>0)output.materials=materials;if(textures.length>0)output.textures=textures;if(images.length>0)output.images=images;}output.object=object;return output;// extract data from the cache hash\n// remove metadata on each item\n// and return as array\nfunction extractFromCache(cache){var values=[];for(var key in cache){var data=cache[key];delete data.metadata;values.push(data);}return values;}},clone:function clone(recursive){return new this.constructor().copy(this,recursive);},copy:function copy(source,recursive){if(recursive===undefined)recursive=true;this.name=source.name;this.up.copy(source.up);this.position.copy(source.position);this.quaternion.copy(source.quaternion);this.scale.copy(source.scale);this.matrix.copy(source.matrix);this.matrixWorld.copy(source.matrixWorld);this.matrixAutoUpdate=source.matrixAutoUpdate;this.matrixWorldNeedsUpdate=source.matrixWorldNeedsUpdate;this.visible=source.visible;this.castShadow=source.castShadow;this.receiveShadow=source.receiveShadow;this.frustumCulled=source.frustumCulled;this.renderOrder=source.renderOrder;this.userData=JSON.parse(JSON.stringify(source.userData));if(recursive===true){for(var i=0;i<source.children.length;i++){var child=source.children[i];this.add(child.clone());}}return this;}});var count$2=0;function Object3DIdCount(){return count$2++;};/**\n * @author bhouston / http://clara.io\n */function Line3(start,end){this.start=start!==undefined?start:new Vector3();this.end=end!==undefined?end:new Vector3();}Line3.prototype={constructor:Line3,set:function set(start,end){this.start.copy(start);this.end.copy(end);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(line){this.start.copy(line.start);this.end.copy(line.end);return this;},getCenter:function getCenter(optionalTarget){var result=optionalTarget||new Vector3();return result.addVectors(this.start,this.end).multiplyScalar(0.5);},delta:function delta(optionalTarget){var result=optionalTarget||new Vector3();return result.subVectors(this.end,this.start);},distanceSq:function distanceSq(){return this.start.distanceToSquared(this.end);},distance:function distance(){return this.start.distanceTo(this.end);},at:function at(t,optionalTarget){var result=optionalTarget||new Vector3();return this.delta(result).multiplyScalar(t).add(this.start);},closestPointToPointParameter:function(){var startP=new Vector3();var startEnd=new Vector3();return function closestPointToPointParameter(point,clampToLine){startP.subVectors(point,this.start);startEnd.subVectors(this.end,this.start);var startEnd2=startEnd.dot(startEnd);var startEnd_startP=startEnd.dot(startP);var t=startEnd_startP/startEnd2;if(clampToLine){t=exports.Math.clamp(t,0,1);}return t;};}(),closestPointToPoint:function closestPointToPoint(point,clampToLine,optionalTarget){var t=this.closestPointToPointParameter(point,clampToLine);var result=optionalTarget||new Vector3();return this.delta(result).multiplyScalar(t).add(this.start);},applyMatrix4:function applyMatrix4(matrix){this.start.applyMatrix4(matrix);this.end.applyMatrix4(matrix);return this;},equals:function equals(line){return line.start.equals(this.start)&&line.end.equals(this.end);}};/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */function Triangle(a,b,c){this.a=a!==undefined?a:new Vector3();this.b=b!==undefined?b:new Vector3();this.c=c!==undefined?c:new Vector3();}Triangle.normal=function(){var v0=new Vector3();return function normal(a,b,c,optionalTarget){var result=optionalTarget||new Vector3();result.subVectors(c,b);v0.subVectors(a,b);result.cross(v0);var resultLengthSq=result.lengthSq();if(resultLengthSq>0){return result.multiplyScalar(1/Math.sqrt(resultLengthSq));}return result.set(0,0,0);};}();// static/instance method to calculate barycentric coordinates\n// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\nTriangle.barycoordFromPoint=function(){var v0=new Vector3();var v1=new Vector3();var v2=new Vector3();return function barycoordFromPoint(point,a,b,c,optionalTarget){v0.subVectors(c,a);v1.subVectors(b,a);v2.subVectors(point,a);var dot00=v0.dot(v0);var dot01=v0.dot(v1);var dot02=v0.dot(v2);var dot11=v1.dot(v1);var dot12=v1.dot(v2);var denom=dot00*dot11-dot01*dot01;var result=optionalTarget||new Vector3();// collinear or singular triangle\nif(denom===0){// arbitrary location outside of triangle?\n// not sure if this is the best idea, maybe should be returning undefined\nreturn result.set(-2,-1,-1);}var invDenom=1/denom;var u=(dot11*dot02-dot01*dot12)*invDenom;var v=(dot00*dot12-dot01*dot02)*invDenom;// barycentric coordinates must always sum to 1\nreturn result.set(1-u-v,v,u);};}();Triangle.containsPoint=function(){var v1=new Vector3();return function containsPoint(point,a,b,c){var result=Triangle.barycoordFromPoint(point,a,b,c,v1);return result.x>=0&&result.y>=0&&result.x+result.y<=1;};}();Triangle.prototype={constructor:Triangle,set:function set(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this;},setFromPointsAndIndices:function setFromPointsAndIndices(points,i0,i1,i2){this.a.copy(points[i0]);this.b.copy(points[i1]);this.c.copy(points[i2]);return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(triangle){this.a.copy(triangle.a);this.b.copy(triangle.b);this.c.copy(triangle.c);return this;},area:function(){var v0=new Vector3();var v1=new Vector3();return function area(){v0.subVectors(this.c,this.b);v1.subVectors(this.a,this.b);return v0.cross(v1).length()*0.5;};}(),midpoint:function midpoint(optionalTarget){var result=optionalTarget||new Vector3();return result.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3);},normal:function normal(optionalTarget){return Triangle.normal(this.a,this.b,this.c,optionalTarget);},plane:function plane(optionalTarget){var result=optionalTarget||new Plane();return result.setFromCoplanarPoints(this.a,this.b,this.c);},barycoordFromPoint:function barycoordFromPoint(point,optionalTarget){return Triangle.barycoordFromPoint(point,this.a,this.b,this.c,optionalTarget);},containsPoint:function containsPoint(point){return Triangle.containsPoint(point,this.a,this.b,this.c);},closestPointToPoint:function(){var plane,edgeList,projectedPoint,closestPoint;return function closestPointToPoint(point,optionalTarget){if(plane===undefined){plane=new Plane();edgeList=[new Line3(),new Line3(),new Line3()];projectedPoint=new Vector3();closestPoint=new Vector3();}var result=optionalTarget||new Vector3();var minDistance=Infinity;// project the point onto the plane of the triangle\nplane.setFromCoplanarPoints(this.a,this.b,this.c);plane.projectPoint(point,projectedPoint);// check if the projection lies within the triangle\nif(this.containsPoint(projectedPoint)===true){// if so, this is the closest point\nresult.copy(projectedPoint);}else{// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices\nedgeList[0].set(this.a,this.b);edgeList[1].set(this.b,this.c);edgeList[2].set(this.c,this.a);for(var i=0;i<edgeList.length;i++){edgeList[i].closestPointToPoint(projectedPoint,true,closestPoint);var distance=projectedPoint.distanceToSquared(closestPoint);if(distance<minDistance){minDistance=distance;result.copy(closestPoint);}}}return result;};}(),equals:function equals(triangle){return triangle.a.equals(this.a)&&triangle.b.equals(this.b)&&triangle.c.equals(this.c);}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function Face3(a,b,c,normal,color,materialIndex){this.a=a;this.b=b;this.c=c;this.normal=normal&&normal.isVector3?normal:new Vector3();this.vertexNormals=Array.isArray(normal)?normal:[];this.color=color&&color.isColor?color:new Color();this.vertexColors=Array.isArray(color)?color:[];this.materialIndex=materialIndex!==undefined?materialIndex:0;}Face3.prototype={constructor:Face3,clone:function clone(){return new this.constructor().copy(this);},copy:function copy(source){this.a=source.a;this.b=source.b;this.c=source.c;this.normal.copy(source.normal);this.color.copy(source.color);this.materialIndex=source.materialIndex;for(var i=0,il=source.vertexNormals.length;i<il;i++){this.vertexNormals[i]=source.vertexNormals[i].clone();}for(var i=0,il=source.vertexColors.length;i<il;i++){this.vertexColors[i]=source.vertexColors[i].clone();}return this;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n * map: new THREE.Texture( <Image> ),\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * shading: THREE.SmoothShading,\n * depthTest: <bool>,\n * depthWrite: <bool>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>\n * }\n */function MeshBasicMaterial(parameters){Material.call(this);this.type='MeshBasicMaterial';this.color=new Color(0xffffff);// emissive\nthis.map=null;this.aoMap=null;this.aoMapIntensity=1.0;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.lights=false;this.setValues(parameters);}MeshBasicMaterial.prototype=Object.create(Material.prototype);MeshBasicMaterial.prototype.constructor=MeshBasicMaterial;MeshBasicMaterial.prototype.isMeshBasicMaterial=true;MeshBasicMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n */function BufferAttribute(array,itemSize,normalized){if(Array.isArray(array)){throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');}this.uuid=exports.Math.generateUUID();this.array=array;this.itemSize=itemSize;this.count=array!==undefined?array.length/itemSize:0;this.normalized=normalized===true;this.dynamic=false;this.updateRange={offset:0,count:-1};this.version=0;}BufferAttribute.prototype={constructor:BufferAttribute,isBufferAttribute:true,set needsUpdate(value){if(value===true)this.version++;},setDynamic:function setDynamic(value){this.dynamic=value;return this;},copy:function copy(source){this.array=new source.array.constructor(source.array);this.itemSize=source.itemSize;this.count=source.count;this.normalized=source.normalized;this.dynamic=source.dynamic;return this;},copyAt:function copyAt(index1,attribute,index2){index1*=this.itemSize;index2*=attribute.itemSize;for(var i=0,l=this.itemSize;i<l;i++){this.array[index1+i]=attribute.array[index2+i];}return this;},copyArray:function copyArray(array){this.array.set(array);return this;},copyColorsArray:function copyColorsArray(colors){var array=this.array,offset=0;for(var i=0,l=colors.length;i<l;i++){var color=colors[i];if(color===undefined){console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined',i);color=new Color();}array[offset++]=color.r;array[offset++]=color.g;array[offset++]=color.b;}return this;},copyIndicesArray:function copyIndicesArray(indices){var array=this.array,offset=0;for(var i=0,l=indices.length;i<l;i++){var index=indices[i];array[offset++]=index.a;array[offset++]=index.b;array[offset++]=index.c;}return this;},copyVector2sArray:function copyVector2sArray(vectors){var array=this.array,offset=0;for(var i=0,l=vectors.length;i<l;i++){var vector=vectors[i];if(vector===undefined){console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined',i);vector=new Vector2();}array[offset++]=vector.x;array[offset++]=vector.y;}return this;},copyVector3sArray:function copyVector3sArray(vectors){var array=this.array,offset=0;for(var i=0,l=vectors.length;i<l;i++){var vector=vectors[i];if(vector===undefined){console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined',i);vector=new Vector3();}array[offset++]=vector.x;array[offset++]=vector.y;array[offset++]=vector.z;}return this;},copyVector4sArray:function copyVector4sArray(vectors){var array=this.array,offset=0;for(var i=0,l=vectors.length;i<l;i++){var vector=vectors[i];if(vector===undefined){console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined',i);vector=new Vector4();}array[offset++]=vector.x;array[offset++]=vector.y;array[offset++]=vector.z;array[offset++]=vector.w;}return this;},set:function set(value,offset){if(offset===undefined)offset=0;this.array.set(value,offset);return this;},getX:function getX(index){return this.array[index*this.itemSize];},setX:function setX(index,x){this.array[index*this.itemSize]=x;return this;},getY:function getY(index){return this.array[index*this.itemSize+1];},setY:function setY(index,y){this.array[index*this.itemSize+1]=y;return this;},getZ:function getZ(index){return this.array[index*this.itemSize+2];},setZ:function setZ(index,z){this.array[index*this.itemSize+2]=z;return this;},getW:function getW(index){return this.array[index*this.itemSize+3];},setW:function setW(index,w){this.array[index*this.itemSize+3]=w;return this;},setXY:function setXY(index,x,y){index*=this.itemSize;this.array[index+0]=x;this.array[index+1]=y;return this;},setXYZ:function setXYZ(index,x,y,z){index*=this.itemSize;this.array[index+0]=x;this.array[index+1]=y;this.array[index+2]=z;return this;},setXYZW:function setXYZW(index,x,y,z,w){index*=this.itemSize;this.array[index+0]=x;this.array[index+1]=y;this.array[index+2]=z;this.array[index+3]=w;return this;},clone:function clone(){return new this.constructor().copy(this);}};//\nfunction Int8Attribute(array,itemSize){return new BufferAttribute(new Int8Array(array),itemSize);}function Uint8Attribute(array,itemSize){return new BufferAttribute(new Uint8Array(array),itemSize);}function Uint8ClampedAttribute(array,itemSize){return new BufferAttribute(new Uint8ClampedArray(array),itemSize);}function Int16Attribute(array,itemSize){return new BufferAttribute(new Int16Array(array),itemSize);}function Uint16Attribute(array,itemSize){return new BufferAttribute(new Uint16Array(array),itemSize);}function Int32Attribute(array,itemSize){return new BufferAttribute(new Int32Array(array),itemSize);}function Uint32Attribute(array,itemSize){return new BufferAttribute(new Uint32Array(array),itemSize);}function Float32Attribute(array,itemSize){return new BufferAttribute(new Float32Array(array),itemSize);}function Float64Attribute(array,itemSize){return new BufferAttribute(new Float64Array(array),itemSize);}// Deprecated\nfunction DynamicBufferAttribute(array,itemSize){console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.');return new BufferAttribute(array,itemSize).setDynamic(true);}/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author bhouston / http://clara.io\n */function Geometry(){Object.defineProperty(this,'id',{value:GeometryIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.type='Geometry';this.vertices=[];this.colors=[];this.faces=[];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.lineDistances=[];this.boundingBox=null;this.boundingSphere=null;// update flags\nthis.elementsNeedUpdate=false;this.verticesNeedUpdate=false;this.uvsNeedUpdate=false;this.normalsNeedUpdate=false;this.colorsNeedUpdate=false;this.lineDistancesNeedUpdate=false;this.groupsNeedUpdate=false;}Object.assign(Geometry.prototype,EventDispatcher.prototype,{isGeometry:true,applyMatrix:function applyMatrix(matrix){var normalMatrix=new Matrix3().getNormalMatrix(matrix);for(var i=0,il=this.vertices.length;i<il;i++){var vertex=this.vertices[i];vertex.applyMatrix4(matrix);}for(var i=0,il=this.faces.length;i<il;i++){var face=this.faces[i];face.normal.applyMatrix3(normalMatrix).normalize();for(var j=0,jl=face.vertexNormals.length;j<jl;j++){face.vertexNormals[j].applyMatrix3(normalMatrix).normalize();}}if(this.boundingBox!==null){this.computeBoundingBox();}if(this.boundingSphere!==null){this.computeBoundingSphere();}this.verticesNeedUpdate=true;this.normalsNeedUpdate=true;return this;},rotateX:function(){// rotate geometry around world x-axis\nvar m1;return function rotateX(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationX(angle);this.applyMatrix(m1);return this;};}(),rotateY:function(){// rotate geometry around world y-axis\nvar m1;return function rotateY(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationY(angle);this.applyMatrix(m1);return this;};}(),rotateZ:function(){// rotate geometry around world z-axis\nvar m1;return function rotateZ(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationZ(angle);this.applyMatrix(m1);return this;};}(),translate:function(){// translate geometry\nvar m1;return function translate(x,y,z){if(m1===undefined)m1=new Matrix4();m1.makeTranslation(x,y,z);this.applyMatrix(m1);return this;};}(),scale:function(){// scale geometry\nvar m1;return function scale(x,y,z){if(m1===undefined)m1=new Matrix4();m1.makeScale(x,y,z);this.applyMatrix(m1);return this;};}(),lookAt:function(){var obj;return function lookAt(vector){if(obj===undefined)obj=new Object3D();obj.lookAt(vector);obj.updateMatrix();this.applyMatrix(obj.matrix);};}(),fromBufferGeometry:function fromBufferGeometry(geometry){var scope=this;var indices=geometry.index!==null?geometry.index.array:undefined;var attributes=geometry.attributes;var positions=attributes.position.array;var normals=attributes.normal!==undefined?attributes.normal.array:undefined;var colors=attributes.color!==undefined?attributes.color.array:undefined;var uvs=attributes.uv!==undefined?attributes.uv.array:undefined;var uvs2=attributes.uv2!==undefined?attributes.uv2.array:undefined;if(uvs2!==undefined)this.faceVertexUvs[1]=[];var tempNormals=[];var tempUVs=[];var tempUVs2=[];for(var i=0,j=0;i<positions.length;i+=3,j+=2){scope.vertices.push(new Vector3(positions[i],positions[i+1],positions[i+2]));if(normals!==undefined){tempNormals.push(new Vector3(normals[i],normals[i+1],normals[i+2]));}if(colors!==undefined){scope.colors.push(new Color(colors[i],colors[i+1],colors[i+2]));}if(uvs!==undefined){tempUVs.push(new Vector2(uvs[j],uvs[j+1]));}if(uvs2!==undefined){tempUVs2.push(new Vector2(uvs2[j],uvs2[j+1]));}}function addFace(a,b,c,materialIndex){var vertexNormals=normals!==undefined?[tempNormals[a].clone(),tempNormals[b].clone(),tempNormals[c].clone()]:[];var vertexColors=colors!==undefined?[scope.colors[a].clone(),scope.colors[b].clone(),scope.colors[c].clone()]:[];var face=new Face3(a,b,c,vertexNormals,vertexColors,materialIndex);scope.faces.push(face);if(uvs!==undefined){scope.faceVertexUvs[0].push([tempUVs[a].clone(),tempUVs[b].clone(),tempUVs[c].clone()]);}if(uvs2!==undefined){scope.faceVertexUvs[1].push([tempUVs2[a].clone(),tempUVs2[b].clone(),tempUVs2[c].clone()]);}}if(indices!==undefined){var groups=geometry.groups;if(groups.length>0){for(var i=0;i<groups.length;i++){var group=groups[i];var start=group.start;var count=group.count;for(var j=start,jl=start+count;j<jl;j+=3){addFace(indices[j],indices[j+1],indices[j+2],group.materialIndex);}}}else{for(var i=0;i<indices.length;i+=3){addFace(indices[i],indices[i+1],indices[i+2]);}}}else{for(var i=0;i<positions.length/3;i+=3){addFace(i,i+1,i+2);}}this.computeFaceNormals();if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}if(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}return this;},center:function center(){this.computeBoundingBox();var offset=this.boundingBox.getCenter().negate();this.translate(offset.x,offset.y,offset.z);return offset;},normalize:function normalize(){this.computeBoundingSphere();var center=this.boundingSphere.center;var radius=this.boundingSphere.radius;var s=radius===0?1:1.0/radius;var matrix=new Matrix4();matrix.set(s,0,0,-s*center.x,0,s,0,-s*center.y,0,0,s,-s*center.z,0,0,0,1);this.applyMatrix(matrix);return this;},computeFaceNormals:function computeFaceNormals(){var cb=new Vector3(),ab=new Vector3();for(var f=0,fl=this.faces.length;f<fl;f++){var face=this.faces[f];var vA=this.vertices[face.a];var vB=this.vertices[face.b];var vC=this.vertices[face.c];cb.subVectors(vC,vB);ab.subVectors(vA,vB);cb.cross(ab);cb.normalize();face.normal.copy(cb);}},computeVertexNormals:function computeVertexNormals(areaWeighted){if(areaWeighted===undefined)areaWeighted=true;var v,vl,f,fl,face,vertices;vertices=new Array(this.vertices.length);for(v=0,vl=this.vertices.length;v<vl;v++){vertices[v]=new Vector3();}if(areaWeighted){// vertex normals weighted by triangle areas\n// http://www.iquilezles.org/www/articles/normals/normals.htm\nvar vA,vB,vC;var cb=new Vector3(),ab=new Vector3();for(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];vA=this.vertices[face.a];vB=this.vertices[face.b];vC=this.vertices[face.c];cb.subVectors(vC,vB);ab.subVectors(vA,vB);cb.cross(ab);vertices[face.a].add(cb);vertices[face.b].add(cb);vertices[face.c].add(cb);}}else{for(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];vertices[face.a].add(face.normal);vertices[face.b].add(face.normal);vertices[face.c].add(face.normal);}}for(v=0,vl=this.vertices.length;v<vl;v++){vertices[v].normalize();}for(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];var vertexNormals=face.vertexNormals;if(vertexNormals.length===3){vertexNormals[0].copy(vertices[face.a]);vertexNormals[1].copy(vertices[face.b]);vertexNormals[2].copy(vertices[face.c]);}else{vertexNormals[0]=vertices[face.a].clone();vertexNormals[1]=vertices[face.b].clone();vertexNormals[2]=vertices[face.c].clone();}}if(this.faces.length>0){this.normalsNeedUpdate=true;}},computeMorphNormals:function computeMorphNormals(){var i,il,f,fl,face;// save original normals\n// - create temp variables on first access\n// otherwise just copy (for faster repeated calls)\nfor(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];if(!face.__originalFaceNormal){face.__originalFaceNormal=face.normal.clone();}else{face.__originalFaceNormal.copy(face.normal);}if(!face.__originalVertexNormals)face.__originalVertexNormals=[];for(i=0,il=face.vertexNormals.length;i<il;i++){if(!face.__originalVertexNormals[i]){face.__originalVertexNormals[i]=face.vertexNormals[i].clone();}else{face.__originalVertexNormals[i].copy(face.vertexNormals[i]);}}}// use temp geometry to compute face and vertex normals for each morph\nvar tmpGeo=new Geometry();tmpGeo.faces=this.faces;for(i=0,il=this.morphTargets.length;i<il;i++){// create on first access\nif(!this.morphNormals[i]){this.morphNormals[i]={};this.morphNormals[i].faceNormals=[];this.morphNormals[i].vertexNormals=[];var dstNormalsFace=this.morphNormals[i].faceNormals;var dstNormalsVertex=this.morphNormals[i].vertexNormals;var faceNormal,vertexNormals;for(f=0,fl=this.faces.length;f<fl;f++){faceNormal=new Vector3();vertexNormals={a:new Vector3(),b:new Vector3(),c:new Vector3()};dstNormalsFace.push(faceNormal);dstNormalsVertex.push(vertexNormals);}}var morphNormals=this.morphNormals[i];// set vertices to morph target\ntmpGeo.vertices=this.morphTargets[i].vertices;// compute morph normals\ntmpGeo.computeFaceNormals();tmpGeo.computeVertexNormals();// store morph normals\nvar faceNormal,vertexNormals;for(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];faceNormal=morphNormals.faceNormals[f];vertexNormals=morphNormals.vertexNormals[f];faceNormal.copy(face.normal);vertexNormals.a.copy(face.vertexNormals[0]);vertexNormals.b.copy(face.vertexNormals[1]);vertexNormals.c.copy(face.vertexNormals[2]);}}// restore original normals\nfor(f=0,fl=this.faces.length;f<fl;f++){face=this.faces[f];face.normal=face.__originalFaceNormal;face.vertexNormals=face.__originalVertexNormals;}},computeTangents:function computeTangents(){console.warn('THREE.Geometry: .computeTangents() has been removed.');},computeLineDistances:function computeLineDistances(){var d=0;var vertices=this.vertices;for(var i=0,il=vertices.length;i<il;i++){if(i>0){d+=vertices[i].distanceTo(vertices[i-1]);}this.lineDistances[i]=d;}},computeBoundingBox:function computeBoundingBox(){if(this.boundingBox===null){this.boundingBox=new Box3();}this.boundingBox.setFromPoints(this.vertices);},computeBoundingSphere:function computeBoundingSphere(){if(this.boundingSphere===null){this.boundingSphere=new Sphere();}this.boundingSphere.setFromPoints(this.vertices);},merge:function merge(geometry,matrix,materialIndexOffset){if((geometry&&geometry.isGeometry)===false){console.error('THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.',geometry);return;}var normalMatrix,vertexOffset=this.vertices.length,vertices1=this.vertices,vertices2=geometry.vertices,faces1=this.faces,faces2=geometry.faces,uvs1=this.faceVertexUvs[0],uvs2=geometry.faceVertexUvs[0],colors1=this.colors,colors2=geometry.colors;if(materialIndexOffset===undefined)materialIndexOffset=0;if(matrix!==undefined){normalMatrix=new Matrix3().getNormalMatrix(matrix);}// vertices\nfor(var i=0,il=vertices2.length;i<il;i++){var vertex=vertices2[i];var vertexCopy=vertex.clone();if(matrix!==undefined)vertexCopy.applyMatrix4(matrix);vertices1.push(vertexCopy);}// colors\nfor(var i=0,il=colors2.length;i<il;i++){colors1.push(colors2[i].clone());}// faces\nfor(i=0,il=faces2.length;i<il;i++){var face=faces2[i],faceCopy,normal,color,faceVertexNormals=face.vertexNormals,faceVertexColors=face.vertexColors;faceCopy=new Face3(face.a+vertexOffset,face.b+vertexOffset,face.c+vertexOffset);faceCopy.normal.copy(face.normal);if(normalMatrix!==undefined){faceCopy.normal.applyMatrix3(normalMatrix).normalize();}for(var j=0,jl=faceVertexNormals.length;j<jl;j++){normal=faceVertexNormals[j].clone();if(normalMatrix!==undefined){normal.applyMatrix3(normalMatrix).normalize();}faceCopy.vertexNormals.push(normal);}faceCopy.color.copy(face.color);for(var j=0,jl=faceVertexColors.length;j<jl;j++){color=faceVertexColors[j];faceCopy.vertexColors.push(color.clone());}faceCopy.materialIndex=face.materialIndex+materialIndexOffset;faces1.push(faceCopy);}// uvs\nfor(i=0,il=uvs2.length;i<il;i++){var uv=uvs2[i],uvCopy=[];if(uv===undefined){continue;}for(var j=0,jl=uv.length;j<jl;j++){uvCopy.push(uv[j].clone());}uvs1.push(uvCopy);}},mergeMesh:function mergeMesh(mesh){if((mesh&&mesh.isMesh)===false){console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.',mesh);return;}mesh.matrixAutoUpdate&&mesh.updateMatrix();this.merge(mesh.geometry,mesh.matrix);},/*\n \t * Checks for duplicate vertices with hashmap.\n \t * Duplicated vertices are removed\n \t * and faces' vertices are updated.\n \t */mergeVertices:function mergeVertices(){var verticesMap={};// Hashmap for looking up vertices by position coordinates (and making sure they are unique)\nvar unique=[],changes=[];var v,key;var precisionPoints=4;// number of decimal points, e.g. 4 for epsilon of 0.0001\nvar precision=Math.pow(10,precisionPoints);var i,il,face;var indices,j,jl;for(i=0,il=this.vertices.length;i<il;i++){v=this.vertices[i];key=Math.round(v.x*precision)+'_'+Math.round(v.y*precision)+'_'+Math.round(v.z*precision);if(verticesMap[key]===undefined){verticesMap[key]=i;unique.push(this.vertices[i]);changes[i]=unique.length-1;}else{//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\nchanges[i]=changes[verticesMap[key]];}}// if faces are completely degenerate after merging vertices, we\n// have to remove them from the geometry.\nvar faceIndicesToRemove=[];for(i=0,il=this.faces.length;i<il;i++){face=this.faces[i];face.a=changes[face.a];face.b=changes[face.b];face.c=changes[face.c];indices=[face.a,face.b,face.c];var dupIndex=-1;// if any duplicate vertices are found in a Face3\n// we have to remove the face as nothing can be saved\nfor(var n=0;n<3;n++){if(indices[n]===indices[(n+1)%3]){dupIndex=n;faceIndicesToRemove.push(i);break;}}}for(i=faceIndicesToRemove.length-1;i>=0;i--){var idx=faceIndicesToRemove[i];this.faces.splice(idx,1);for(j=0,jl=this.faceVertexUvs.length;j<jl;j++){this.faceVertexUvs[j].splice(idx,1);}}// Use unique set of vertices\nvar diff=this.vertices.length-unique.length;this.vertices=unique;return diff;},sortFacesByMaterialIndex:function sortFacesByMaterialIndex(){var faces=this.faces;var length=faces.length;// tag faces\nfor(var i=0;i<length;i++){faces[i]._id=i;}// sort faces\nfunction materialIndexSort(a,b){return a.materialIndex-b.materialIndex;}faces.sort(materialIndexSort);// sort uvs\nvar uvs1=this.faceVertexUvs[0];var uvs2=this.faceVertexUvs[1];var newUvs1,newUvs2;if(uvs1&&uvs1.length===length)newUvs1=[];if(uvs2&&uvs2.length===length)newUvs2=[];for(var i=0;i<length;i++){var id=faces[i]._id;if(newUvs1)newUvs1.push(uvs1[id]);if(newUvs2)newUvs2.push(uvs2[id]);}if(newUvs1)this.faceVertexUvs[0]=newUvs1;if(newUvs2)this.faceVertexUvs[1]=newUvs2;},toJSON:function toJSON(){var data={metadata:{version:4.4,type:'Geometry',generator:'Geometry.toJSON'}};// standard Geometry serialization\ndata.uuid=this.uuid;data.type=this.type;if(this.name!=='')data.name=this.name;if(this.parameters!==undefined){var parameters=this.parameters;for(var key in parameters){if(parameters[key]!==undefined)data[key]=parameters[key];}return data;}var vertices=[];for(var i=0;i<this.vertices.length;i++){var vertex=this.vertices[i];vertices.push(vertex.x,vertex.y,vertex.z);}var faces=[];var normals=[];var normalsHash={};var colors=[];var colorsHash={};var uvs=[];var uvsHash={};for(var i=0;i<this.faces.length;i++){var face=this.faces[i];var hasMaterial=true;var hasFaceUv=false;// deprecated\nvar hasFaceVertexUv=this.faceVertexUvs[0][i]!==undefined;var hasFaceNormal=face.normal.length()>0;var hasFaceVertexNormal=face.vertexNormals.length>0;var hasFaceColor=face.color.r!==1||face.color.g!==1||face.color.b!==1;var hasFaceVertexColor=face.vertexColors.length>0;var faceType=0;faceType=setBit(faceType,0,0);// isQuad\nfaceType=setBit(faceType,1,hasMaterial);faceType=setBit(faceType,2,hasFaceUv);faceType=setBit(faceType,3,hasFaceVertexUv);faceType=setBit(faceType,4,hasFaceNormal);faceType=setBit(faceType,5,hasFaceVertexNormal);faceType=setBit(faceType,6,hasFaceColor);faceType=setBit(faceType,7,hasFaceVertexColor);faces.push(faceType);faces.push(face.a,face.b,face.c);faces.push(face.materialIndex);if(hasFaceVertexUv){var faceVertexUvs=this.faceVertexUvs[0][i];faces.push(getUvIndex(faceVertexUvs[0]),getUvIndex(faceVertexUvs[1]),getUvIndex(faceVertexUvs[2]));}if(hasFaceNormal){faces.push(getNormalIndex(face.normal));}if(hasFaceVertexNormal){var vertexNormals=face.vertexNormals;faces.push(getNormalIndex(vertexNormals[0]),getNormalIndex(vertexNormals[1]),getNormalIndex(vertexNormals[2]));}if(hasFaceColor){faces.push(getColorIndex(face.color));}if(hasFaceVertexColor){var vertexColors=face.vertexColors;faces.push(getColorIndex(vertexColors[0]),getColorIndex(vertexColors[1]),getColorIndex(vertexColors[2]));}}function setBit(value,position,enabled){return enabled?value|1<<position:value&~(1<<position);}function getNormalIndex(normal){var hash=normal.x.toString()+normal.y.toString()+normal.z.toString();if(normalsHash[hash]!==undefined){return normalsHash[hash];}normalsHash[hash]=normals.length/3;normals.push(normal.x,normal.y,normal.z);return normalsHash[hash];}function getColorIndex(color){var hash=color.r.toString()+color.g.toString()+color.b.toString();if(colorsHash[hash]!==undefined){return colorsHash[hash];}colorsHash[hash]=colors.length;colors.push(color.getHex());return colorsHash[hash];}function getUvIndex(uv){var hash=uv.x.toString()+uv.y.toString();if(uvsHash[hash]!==undefined){return uvsHash[hash];}uvsHash[hash]=uvs.length/2;uvs.push(uv.x,uv.y);return uvsHash[hash];}data.data={};data.data.vertices=vertices;data.data.normals=normals;if(colors.length>0)data.data.colors=colors;if(uvs.length>0)data.data.uvs=[uvs];// temporal backward compatibility\ndata.data.faces=faces;return data;},clone:function clone(){/*\n \t\t// Handle primitives\n\n \t\tvar parameters = this.parameters;\n\n \t\tif ( parameters !== undefined ) {\n\n \t\t\tvar values = [];\n\n \t\t\tfor ( var key in parameters ) {\n\n \t\t\t\tvalues.push( parameters[ key ] );\n\n \t\t\t}\n\n \t\t\tvar geometry = Object.create( this.constructor.prototype );\n \t\t\tthis.constructor.apply( geometry, values );\n \t\t\treturn geometry;\n\n \t\t}\n\n \t\treturn new this.constructor().copy( this );\n \t\t*/return new Geometry().copy(this);},copy:function copy(source){this.vertices=[];this.faces=[];this.faceVertexUvs=[[]];this.colors=[];var vertices=source.vertices;for(var i=0,il=vertices.length;i<il;i++){this.vertices.push(vertices[i].clone());}var colors=source.colors;for(var i=0,il=colors.length;i<il;i++){this.colors.push(colors[i].clone());}var faces=source.faces;for(var i=0,il=faces.length;i<il;i++){this.faces.push(faces[i].clone());}for(var i=0,il=source.faceVertexUvs.length;i<il;i++){var faceVertexUvs=source.faceVertexUvs[i];if(this.faceVertexUvs[i]===undefined){this.faceVertexUvs[i]=[];}for(var j=0,jl=faceVertexUvs.length;j<jl;j++){var uvs=faceVertexUvs[j],uvsCopy=[];for(var k=0,kl=uvs.length;k<kl;k++){var uv=uvs[k];uvsCopy.push(uv.clone());}this.faceVertexUvs[i].push(uvsCopy);}}return this;},dispose:function dispose(){this.dispatchEvent({type:'dispose'});}});var count$3=0;function GeometryIdCount(){return count$3++;};/**\n * @author mrdoob / http://mrdoob.com/\n */function DirectGeometry(){Object.defineProperty(this,'id',{value:GeometryIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.type='DirectGeometry';this.indices=[];this.vertices=[];this.normals=[];this.colors=[];this.uvs=[];this.uvs2=[];this.groups=[];this.morphTargets={};this.skinWeights=[];this.skinIndices=[];// this.lineDistances = [];\nthis.boundingBox=null;this.boundingSphere=null;// update flags\nthis.verticesNeedUpdate=false;this.normalsNeedUpdate=false;this.colorsNeedUpdate=false;this.uvsNeedUpdate=false;this.groupsNeedUpdate=false;}Object.assign(DirectGeometry.prototype,EventDispatcher.prototype,{computeBoundingBox:Geometry.prototype.computeBoundingBox,computeBoundingSphere:Geometry.prototype.computeBoundingSphere,computeFaceNormals:function computeFaceNormals(){console.warn('THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.');},computeVertexNormals:function computeVertexNormals(){console.warn('THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.');},computeGroups:function computeGroups(geometry){var group;var groups=[];var materialIndex;var faces=geometry.faces;for(var i=0;i<faces.length;i++){var face=faces[i];// materials\nif(face.materialIndex!==materialIndex){materialIndex=face.materialIndex;if(group!==undefined){group.count=i*3-group.start;groups.push(group);}group={start:i*3,materialIndex:materialIndex};}}if(group!==undefined){group.count=i*3-group.start;groups.push(group);}this.groups=groups;},fromGeometry:function fromGeometry(geometry){var faces=geometry.faces;var vertices=geometry.vertices;var faceVertexUvs=geometry.faceVertexUvs;var hasFaceVertexUv=faceVertexUvs[0]&&faceVertexUvs[0].length>0;var hasFaceVertexUv2=faceVertexUvs[1]&&faceVertexUvs[1].length>0;// morphs\nvar morphTargets=geometry.morphTargets;var morphTargetsLength=morphTargets.length;var morphTargetsPosition;if(morphTargetsLength>0){morphTargetsPosition=[];for(var i=0;i<morphTargetsLength;i++){morphTargetsPosition[i]=[];}this.morphTargets.position=morphTargetsPosition;}var morphNormals=geometry.morphNormals;var morphNormalsLength=morphNormals.length;var morphTargetsNormal;if(morphNormalsLength>0){morphTargetsNormal=[];for(var i=0;i<morphNormalsLength;i++){morphTargetsNormal[i]=[];}this.morphTargets.normal=morphTargetsNormal;}// skins\nvar skinIndices=geometry.skinIndices;var skinWeights=geometry.skinWeights;var hasSkinIndices=skinIndices.length===vertices.length;var hasSkinWeights=skinWeights.length===vertices.length;//\nfor(var i=0;i<faces.length;i++){var face=faces[i];this.vertices.push(vertices[face.a],vertices[face.b],vertices[face.c]);var vertexNormals=face.vertexNormals;if(vertexNormals.length===3){this.normals.push(vertexNormals[0],vertexNormals[1],vertexNormals[2]);}else{var normal=face.normal;this.normals.push(normal,normal,normal);}var vertexColors=face.vertexColors;if(vertexColors.length===3){this.colors.push(vertexColors[0],vertexColors[1],vertexColors[2]);}else{var color=face.color;this.colors.push(color,color,color);}if(hasFaceVertexUv===true){var vertexUvs=faceVertexUvs[0][i];if(vertexUvs!==undefined){this.uvs.push(vertexUvs[0],vertexUvs[1],vertexUvs[2]);}else{console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ',i);this.uvs.push(new Vector2(),new Vector2(),new Vector2());}}if(hasFaceVertexUv2===true){var vertexUvs=faceVertexUvs[1][i];if(vertexUvs!==undefined){this.uvs2.push(vertexUvs[0],vertexUvs[1],vertexUvs[2]);}else{console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ',i);this.uvs2.push(new Vector2(),new Vector2(),new Vector2());}}// morphs\nfor(var j=0;j<morphTargetsLength;j++){var morphTarget=morphTargets[j].vertices;morphTargetsPosition[j].push(morphTarget[face.a],morphTarget[face.b],morphTarget[face.c]);}for(var j=0;j<morphNormalsLength;j++){var morphNormal=morphNormals[j].vertexNormals[i];morphTargetsNormal[j].push(morphNormal.a,morphNormal.b,morphNormal.c);}// skins\nif(hasSkinIndices){this.skinIndices.push(skinIndices[face.a],skinIndices[face.b],skinIndices[face.c]);}if(hasSkinWeights){this.skinWeights.push(skinWeights[face.a],skinWeights[face.b],skinWeights[face.c]);}}this.computeGroups(geometry);this.verticesNeedUpdate=geometry.verticesNeedUpdate;this.normalsNeedUpdate=geometry.normalsNeedUpdate;this.colorsNeedUpdate=geometry.colorsNeedUpdate;this.uvsNeedUpdate=geometry.uvsNeedUpdate;this.groupsNeedUpdate=geometry.groupsNeedUpdate;return this;},dispose:function dispose(){this.dispatchEvent({type:'dispose'});}});/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */function BufferGeometry(){Object.defineProperty(this,'id',{value:GeometryIdCount()});this.uuid=exports.Math.generateUUID();this.name='';this.type='BufferGeometry';this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingBox=null;this.boundingSphere=null;this.drawRange={start:0,count:Infinity};}Object.assign(BufferGeometry.prototype,EventDispatcher.prototype,{isBufferGeometry:true,getIndex:function getIndex(){return this.index;},setIndex:function setIndex(index){this.index=index;},addAttribute:function addAttribute(name,attribute){if((attribute&&attribute.isBufferAttribute)===false&&(attribute&&attribute.isInterleavedBufferAttribute)===false){console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');this.addAttribute(name,new BufferAttribute(arguments[1],arguments[2]));return;}if(name==='index'){console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');this.setIndex(attribute);return;}this.attributes[name]=attribute;return this;},getAttribute:function getAttribute(name){return this.attributes[name];},removeAttribute:function removeAttribute(name){delete this.attributes[name];return this;},addGroup:function addGroup(start,count,materialIndex){this.groups.push({start:start,count:count,materialIndex:materialIndex!==undefined?materialIndex:0});},clearGroups:function clearGroups(){this.groups=[];},setDrawRange:function setDrawRange(start,count){this.drawRange.start=start;this.drawRange.count=count;},applyMatrix:function applyMatrix(matrix){var position=this.attributes.position;if(position!==undefined){matrix.applyToVector3Array(position.array);position.needsUpdate=true;}var normal=this.attributes.normal;if(normal!==undefined){var normalMatrix=new Matrix3().getNormalMatrix(matrix);normalMatrix.applyToVector3Array(normal.array);normal.needsUpdate=true;}if(this.boundingBox!==null){this.computeBoundingBox();}if(this.boundingSphere!==null){this.computeBoundingSphere();}return this;},rotateX:function(){// rotate geometry around world x-axis\nvar m1;return function rotateX(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationX(angle);this.applyMatrix(m1);return this;};}(),rotateY:function(){// rotate geometry around world y-axis\nvar m1;return function rotateY(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationY(angle);this.applyMatrix(m1);return this;};}(),rotateZ:function(){// rotate geometry around world z-axis\nvar m1;return function rotateZ(angle){if(m1===undefined)m1=new Matrix4();m1.makeRotationZ(angle);this.applyMatrix(m1);return this;};}(),translate:function(){// translate geometry\nvar m1;return function translate(x,y,z){if(m1===undefined)m1=new Matrix4();m1.makeTranslation(x,y,z);this.applyMatrix(m1);return this;};}(),scale:function(){// scale geometry\nvar m1;return function scale(x,y,z){if(m1===undefined)m1=new Matrix4();m1.makeScale(x,y,z);this.applyMatrix(m1);return this;};}(),lookAt:function(){var obj;return function lookAt(vector){if(obj===undefined)obj=new Object3D();obj.lookAt(vector);obj.updateMatrix();this.applyMatrix(obj.matrix);};}(),center:function center(){this.computeBoundingBox();var offset=this.boundingBox.getCenter().negate();this.translate(offset.x,offset.y,offset.z);return offset;},setFromObject:function setFromObject(object){// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\nvar geometry=object.geometry;if(object&&object.isPoints||object&&object.isLine){var positions=new Float32Attribute(geometry.vertices.length*3,3);var colors=new Float32Attribute(geometry.colors.length*3,3);this.addAttribute('position',positions.copyVector3sArray(geometry.vertices));this.addAttribute('color',colors.copyColorsArray(geometry.colors));if(geometry.lineDistances&&geometry.lineDistances.length===geometry.vertices.length){var lineDistances=new Float32Attribute(geometry.lineDistances.length,1);this.addAttribute('lineDistance',lineDistances.copyArray(geometry.lineDistances));}if(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}}else if(object&&object.isMesh){if(geometry&&geometry.isGeometry){this.fromGeometry(geometry);}}return this;},updateFromObject:function updateFromObject(object){var geometry=object.geometry;if(object&&object.isMesh){var direct=geometry.__directGeometry;if(geometry.elementsNeedUpdate===true){direct=undefined;geometry.elementsNeedUpdate=false;}if(direct===undefined){return this.fromGeometry(geometry);}direct.verticesNeedUpdate=geometry.verticesNeedUpdate;direct.normalsNeedUpdate=geometry.normalsNeedUpdate;direct.colorsNeedUpdate=geometry.colorsNeedUpdate;direct.uvsNeedUpdate=geometry.uvsNeedUpdate;direct.groupsNeedUpdate=geometry.groupsNeedUpdate;geometry.verticesNeedUpdate=false;geometry.normalsNeedUpdate=false;geometry.colorsNeedUpdate=false;geometry.uvsNeedUpdate=false;geometry.groupsNeedUpdate=false;geometry=direct;}var attribute;if(geometry.verticesNeedUpdate===true){attribute=this.attributes.position;if(attribute!==undefined){attribute.copyVector3sArray(geometry.vertices);attribute.needsUpdate=true;}geometry.verticesNeedUpdate=false;}if(geometry.normalsNeedUpdate===true){attribute=this.attributes.normal;if(attribute!==undefined){attribute.copyVector3sArray(geometry.normals);attribute.needsUpdate=true;}geometry.normalsNeedUpdate=false;}if(geometry.colorsNeedUpdate===true){attribute=this.attributes.color;if(attribute!==undefined){attribute.copyColorsArray(geometry.colors);attribute.needsUpdate=true;}geometry.colorsNeedUpdate=false;}if(geometry.uvsNeedUpdate){attribute=this.attributes.uv;if(attribute!==undefined){attribute.copyVector2sArray(geometry.uvs);attribute.needsUpdate=true;}geometry.uvsNeedUpdate=false;}if(geometry.lineDistancesNeedUpdate){attribute=this.attributes.lineDistance;if(attribute!==undefined){attribute.copyArray(geometry.lineDistances);attribute.needsUpdate=true;}geometry.lineDistancesNeedUpdate=false;}if(geometry.groupsNeedUpdate){geometry.computeGroups(object.geometry);this.groups=geometry.groups;geometry.groupsNeedUpdate=false;}return this;},fromGeometry:function fromGeometry(geometry){geometry.__directGeometry=new DirectGeometry().fromGeometry(geometry);return this.fromDirectGeometry(geometry.__directGeometry);},fromDirectGeometry:function fromDirectGeometry(geometry){var positions=new Float32Array(geometry.vertices.length*3);this.addAttribute('position',new BufferAttribute(positions,3).copyVector3sArray(geometry.vertices));if(geometry.normals.length>0){var normals=new Float32Array(geometry.normals.length*3);this.addAttribute('normal',new BufferAttribute(normals,3).copyVector3sArray(geometry.normals));}if(geometry.colors.length>0){var colors=new Float32Array(geometry.colors.length*3);this.addAttribute('color',new BufferAttribute(colors,3).copyColorsArray(geometry.colors));}if(geometry.uvs.length>0){var uvs=new Float32Array(geometry.uvs.length*2);this.addAttribute('uv',new BufferAttribute(uvs,2).copyVector2sArray(geometry.uvs));}if(geometry.uvs2.length>0){var uvs2=new Float32Array(geometry.uvs2.length*2);this.addAttribute('uv2',new BufferAttribute(uvs2,2).copyVector2sArray(geometry.uvs2));}if(geometry.indices.length>0){var TypeArray=geometry.vertices.length>65535?Uint32Array:Uint16Array;var indices=new TypeArray(geometry.indices.length*3);this.setIndex(new BufferAttribute(indices,1).copyIndicesArray(geometry.indices));}// groups\nthis.groups=geometry.groups;// morphs\nfor(var name in geometry.morphTargets){var array=[];var morphTargets=geometry.morphTargets[name];for(var i=0,l=morphTargets.length;i<l;i++){var morphTarget=morphTargets[i];var attribute=new Float32Attribute(morphTarget.length*3,3);array.push(attribute.copyVector3sArray(morphTarget));}this.morphAttributes[name]=array;}// skinning\nif(geometry.skinIndices.length>0){var skinIndices=new Float32Attribute(geometry.skinIndices.length*4,4);this.addAttribute('skinIndex',skinIndices.copyVector4sArray(geometry.skinIndices));}if(geometry.skinWeights.length>0){var skinWeights=new Float32Attribute(geometry.skinWeights.length*4,4);this.addAttribute('skinWeight',skinWeights.copyVector4sArray(geometry.skinWeights));}//\nif(geometry.boundingSphere!==null){this.boundingSphere=geometry.boundingSphere.clone();}if(geometry.boundingBox!==null){this.boundingBox=geometry.boundingBox.clone();}return this;},computeBoundingBox:function computeBoundingBox(){if(this.boundingBox===null){this.boundingBox=new Box3();}var positions=this.attributes.position.array;if(positions!==undefined){this.boundingBox.setFromArray(positions);}else{this.boundingBox.makeEmpty();}if(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z)){console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.',this);}},computeBoundingSphere:function(){var box=new Box3();var vector=new Vector3();return function computeBoundingSphere(){if(this.boundingSphere===null){this.boundingSphere=new Sphere();}var positions=this.attributes.position;if(positions){var array=positions.array;var center=this.boundingSphere.center;box.setFromArray(array);box.getCenter(center);// hoping to find a boundingSphere with a radius smaller than the\n// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\nvar maxRadiusSq=0;for(var i=0,il=array.length;i<il;i+=3){vector.fromArray(array,i);maxRadiusSq=Math.max(maxRadiusSq,center.distanceToSquared(vector));}this.boundingSphere.radius=Math.sqrt(maxRadiusSq);if(isNaN(this.boundingSphere.radius)){console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.',this);}}};}(),computeFaceNormals:function computeFaceNormals(){// backwards compatibility\n},computeVertexNormals:function computeVertexNormals(){var index=this.index;var attributes=this.attributes;var groups=this.groups;if(attributes.position){var positions=attributes.position.array;if(attributes.normal===undefined){this.addAttribute('normal',new BufferAttribute(new Float32Array(positions.length),3));}else{// reset existing normals to zero\nvar array=attributes.normal.array;for(var i=0,il=array.length;i<il;i++){array[i]=0;}}var normals=attributes.normal.array;var vA,vB,vC,pA=new Vector3(),pB=new Vector3(),pC=new Vector3(),cb=new Vector3(),ab=new Vector3();// indexed elements\nif(index){var indices=index.array;if(groups.length===0){this.addGroup(0,indices.length);}for(var j=0,jl=groups.length;j<jl;++j){var group=groups[j];var start=group.start;var count=group.count;for(var i=start,il=start+count;i<il;i+=3){vA=indices[i+0]*3;vB=indices[i+1]*3;vC=indices[i+2]*3;pA.fromArray(positions,vA);pB.fromArray(positions,vB);pC.fromArray(positions,vC);cb.subVectors(pC,pB);ab.subVectors(pA,pB);cb.cross(ab);normals[vA]+=cb.x;normals[vA+1]+=cb.y;normals[vA+2]+=cb.z;normals[vB]+=cb.x;normals[vB+1]+=cb.y;normals[vB+2]+=cb.z;normals[vC]+=cb.x;normals[vC+1]+=cb.y;normals[vC+2]+=cb.z;}}}else{// non-indexed elements (unconnected triangle soup)\nfor(var i=0,il=positions.length;i<il;i+=9){pA.fromArray(positions,i);pB.fromArray(positions,i+3);pC.fromArray(positions,i+6);cb.subVectors(pC,pB);ab.subVectors(pA,pB);cb.cross(ab);normals[i]=cb.x;normals[i+1]=cb.y;normals[i+2]=cb.z;normals[i+3]=cb.x;normals[i+4]=cb.y;normals[i+5]=cb.z;normals[i+6]=cb.x;normals[i+7]=cb.y;normals[i+8]=cb.z;}}this.normalizeNormals();attributes.normal.needsUpdate=true;}},merge:function merge(geometry,offset){if((geometry&&geometry.isBufferGeometry)===false){console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.',geometry);return;}if(offset===undefined)offset=0;var attributes=this.attributes;for(var key in attributes){if(geometry.attributes[key]===undefined)continue;var attribute1=attributes[key];var attributeArray1=attribute1.array;var attribute2=geometry.attributes[key];var attributeArray2=attribute2.array;var attributeSize=attribute2.itemSize;for(var i=0,j=attributeSize*offset;i<attributeArray2.length;i++,j++){attributeArray1[j]=attributeArray2[i];}}return this;},normalizeNormals:function normalizeNormals(){var normals=this.attributes.normal.array;var x,y,z,n;for(var i=0,il=normals.length;i<il;i+=3){x=normals[i];y=normals[i+1];z=normals[i+2];n=1.0/Math.sqrt(x*x+y*y+z*z);normals[i]*=n;normals[i+1]*=n;normals[i+2]*=n;}},toNonIndexed:function toNonIndexed(){if(this.index===null){console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.');return this;}var geometry2=new BufferGeometry();var indices=this.index.array;var attributes=this.attributes;for(var name in attributes){var attribute=attributes[name];var array=attribute.array;var itemSize=attribute.itemSize;var array2=new array.constructor(indices.length*itemSize);var index=0,index2=0;for(var i=0,l=indices.length;i<l;i++){index=indices[i]*itemSize;for(var j=0;j<itemSize;j++){array2[index2++]=array[index++];}}geometry2.addAttribute(name,new BufferAttribute(array2,itemSize));}return geometry2;},toJSON:function toJSON(){var data={metadata:{version:4.4,type:'BufferGeometry',generator:'BufferGeometry.toJSON'}};// standard BufferGeometry serialization\ndata.uuid=this.uuid;data.type=this.type;if(this.name!=='')data.name=this.name;if(this.parameters!==undefined){var parameters=this.parameters;for(var key in parameters){if(parameters[key]!==undefined)data[key]=parameters[key];}return data;}data.data={attributes:{}};var index=this.index;if(index!==null){var array=Array.prototype.slice.call(index.array);data.data.index={type:index.array.constructor.name,array:array};}var attributes=this.attributes;for(var key in attributes){var attribute=attributes[key];var array=Array.prototype.slice.call(attribute.array);data.data.attributes[key]={itemSize:attribute.itemSize,type:attribute.array.constructor.name,array:array,normalized:attribute.normalized};}var groups=this.groups;if(groups.length>0){data.data.groups=JSON.parse(JSON.stringify(groups));}var boundingSphere=this.boundingSphere;if(boundingSphere!==null){data.data.boundingSphere={center:boundingSphere.center.toArray(),radius:boundingSphere.radius};}return data;},clone:function clone(){/*\n \t\t// Handle primitives\n\n \t\tvar parameters = this.parameters;\n\n \t\tif ( parameters !== undefined ) {\n\n \t\t\tvar values = [];\n\n \t\t\tfor ( var key in parameters ) {\n\n \t\t\t\tvalues.push( parameters[ key ] );\n\n \t\t\t}\n\n \t\t\tvar geometry = Object.create( this.constructor.prototype );\n \t\t\tthis.constructor.apply( geometry, values );\n \t\t\treturn geometry;\n\n \t\t}\n\n \t\treturn new this.constructor().copy( this );\n \t\t*/return new BufferGeometry().copy(this);},copy:function copy(source){var index=source.index;if(index!==null){this.setIndex(index.clone());}var attributes=source.attributes;for(var name in attributes){var attribute=attributes[name];this.addAttribute(name,attribute.clone());}var groups=source.groups;for(var i=0,l=groups.length;i<l;i++){var group=groups[i];this.addGroup(group.start,group.count,group.materialIndex);}return this;},dispose:function dispose(){this.dispatchEvent({type:'dispose'});}});BufferGeometry.MaxIndex=65535;/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author jonobr1 / http://jonobr1.com/\n */function Mesh(geometry,material){Object3D.call(this);this.type='Mesh';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new MeshBasicMaterial({color:Math.random()*0xffffff});this.drawMode=TrianglesDrawMode;this.updateMorphTargets();}Mesh.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Mesh,isMesh:true,setDrawMode:function setDrawMode(value){this.drawMode=value;},copy:function copy(source){Object3D.prototype.copy.call(this,source);this.drawMode=source.drawMode;return this;},updateMorphTargets:function updateMorphTargets(){var morphTargets=this.geometry.morphTargets;if(morphTargets!==undefined&&morphTargets.length>0){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(var m=0,ml=morphTargets.length;m<ml;m++){this.morphTargetInfluences.push(0);this.morphTargetDictionary[morphTargets[m].name]=m;}}},raycast:function(){var inverseMatrix=new Matrix4();var ray=new Ray();var sphere=new Sphere();var vA=new Vector3();var vB=new Vector3();var vC=new Vector3();var tempA=new Vector3();var tempB=new Vector3();var tempC=new Vector3();var uvA=new Vector2();var uvB=new Vector2();var uvC=new Vector2();var barycoord=new Vector3();var intersectionPoint=new Vector3();var intersectionPointWorld=new Vector3();function uvIntersection(point,p1,p2,p3,uv1,uv2,uv3){Triangle.barycoordFromPoint(point,p1,p2,p3,barycoord);uv1.multiplyScalar(barycoord.x);uv2.multiplyScalar(barycoord.y);uv3.multiplyScalar(barycoord.z);uv1.add(uv2).add(uv3);return uv1.clone();}function checkIntersection(object,raycaster,ray,pA,pB,pC,point){var intersect;var material=object.material;if(material.side===BackSide){intersect=ray.intersectTriangle(pC,pB,pA,true,point);}else{intersect=ray.intersectTriangle(pA,pB,pC,material.side!==DoubleSide,point);}if(intersect===null)return null;intersectionPointWorld.copy(point);intersectionPointWorld.applyMatrix4(object.matrixWorld);var distance=raycaster.ray.origin.distanceTo(intersectionPointWorld);if(distance<raycaster.near||distance>raycaster.far)return null;return{distance:distance,point:intersectionPointWorld.clone(),object:object};}function checkBufferGeometryIntersection(object,raycaster,ray,positions,uvs,a,b,c){vA.fromArray(positions,a*3);vB.fromArray(positions,b*3);vC.fromArray(positions,c*3);var intersection=checkIntersection(object,raycaster,ray,vA,vB,vC,intersectionPoint);if(intersection){if(uvs){uvA.fromArray(uvs,a*2);uvB.fromArray(uvs,b*2);uvC.fromArray(uvs,c*2);intersection.uv=uvIntersection(intersectionPoint,vA,vB,vC,uvA,uvB,uvC);}intersection.face=new Face3(a,b,c,Triangle.normal(vA,vB,vC));intersection.faceIndex=a;}return intersection;}return function raycast(raycaster,intersects){var geometry=this.geometry;var material=this.material;var matrixWorld=this.matrixWorld;if(material===undefined)return;// Checking boundingSphere distance to ray\nif(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere);sphere.applyMatrix4(matrixWorld);if(raycaster.ray.intersectsSphere(sphere)===false)return;//\ninverseMatrix.getInverse(matrixWorld);ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);// Check boundingBox before continuing\nif(geometry.boundingBox!==null){if(ray.intersectsBox(geometry.boundingBox)===false)return;}var uvs,intersection;if(geometry&&geometry.isBufferGeometry){var a,b,c;var index=geometry.index;var attributes=geometry.attributes;var positions=attributes.position.array;if(attributes.uv!==undefined){uvs=attributes.uv.array;}if(index!==null){var indices=index.array;for(var i=0,l=indices.length;i<l;i+=3){a=indices[i];b=indices[i+1];c=indices[i+2];intersection=checkBufferGeometryIntersection(this,raycaster,ray,positions,uvs,a,b,c);if(intersection){intersection.faceIndex=Math.floor(i/3);// triangle number in indices buffer semantics\nintersects.push(intersection);}}}else{for(var i=0,l=positions.length;i<l;i+=9){a=i/3;b=a+1;c=a+2;intersection=checkBufferGeometryIntersection(this,raycaster,ray,positions,uvs,a,b,c);if(intersection){intersection.index=a;// triangle number in positions buffer semantics\nintersects.push(intersection);}}}}else if(geometry&&geometry.isGeometry){var fvA,fvB,fvC;var isFaceMaterial=material&&material.isMultiMaterial;var materials=isFaceMaterial===true?material.materials:null;var vertices=geometry.vertices;var faces=geometry.faces;var faceVertexUvs=geometry.faceVertexUvs[0];if(faceVertexUvs.length>0)uvs=faceVertexUvs;for(var f=0,fl=faces.length;f<fl;f++){var face=faces[f];var faceMaterial=isFaceMaterial===true?materials[face.materialIndex]:material;if(faceMaterial===undefined)continue;fvA=vertices[face.a];fvB=vertices[face.b];fvC=vertices[face.c];if(faceMaterial.morphTargets===true){var morphTargets=geometry.morphTargets;var morphInfluences=this.morphTargetInfluences;vA.set(0,0,0);vB.set(0,0,0);vC.set(0,0,0);for(var t=0,tl=morphTargets.length;t<tl;t++){var influence=morphInfluences[t];if(influence===0)continue;var targets=morphTargets[t].vertices;vA.addScaledVector(tempA.subVectors(targets[face.a],fvA),influence);vB.addScaledVector(tempB.subVectors(targets[face.b],fvB),influence);vC.addScaledVector(tempC.subVectors(targets[face.c],fvC),influence);}vA.add(fvA);vB.add(fvB);vC.add(fvC);fvA=vA;fvB=vB;fvC=vC;}intersection=checkIntersection(this,raycaster,ray,fvA,fvB,fvC,intersectionPoint);if(intersection){if(uvs){var uvs_f=uvs[f];uvA.copy(uvs_f[0]);uvB.copy(uvs_f[1]);uvC.copy(uvs_f[2]);intersection.uv=uvIntersection(intersectionPoint,fvA,fvB,fvC,uvA,uvB,uvC);}intersection.face=face;intersection.faceIndex=f;intersects.push(intersection);}}}};}(),clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this);}});/**\n * @author Mugen87 / https://github.com/Mugen87\n */function BoxBufferGeometry(width,height,depth,widthSegments,heightSegments,depthSegments){BufferGeometry.call(this);this.type='BoxBufferGeometry';this.parameters={width:width,height:height,depth:depth,widthSegments:widthSegments,heightSegments:heightSegments,depthSegments:depthSegments};var scope=this;// segments\nwidthSegments=Math.floor(widthSegments)||1;heightSegments=Math.floor(heightSegments)||1;depthSegments=Math.floor(depthSegments)||1;// these are used to calculate buffer length\nvar vertexCount=calculateVertexCount(widthSegments,heightSegments,depthSegments);var indexCount=calculateIndexCount(widthSegments,heightSegments,depthSegments);// buffers\nvar indices=new(indexCount>65535?Uint32Array:Uint16Array)(indexCount);var vertices=new Float32Array(vertexCount*3);var normals=new Float32Array(vertexCount*3);var uvs=new Float32Array(vertexCount*2);// offset variables\nvar vertexBufferOffset=0;var uvBufferOffset=0;var indexBufferOffset=0;var numberOfVertices=0;// group variables\nvar groupStart=0;// build each side of the box geometry\nbuildPlane('z','y','x',-1,-1,depth,height,width,depthSegments,heightSegments,0);// px\nbuildPlane('z','y','x',1,-1,depth,height,-width,depthSegments,heightSegments,1);// nx\nbuildPlane('x','z','y',1,1,width,depth,height,widthSegments,depthSegments,2);// py\nbuildPlane('x','z','y',1,-1,width,depth,-height,widthSegments,depthSegments,3);// ny\nbuildPlane('x','y','z',1,-1,width,height,depth,widthSegments,heightSegments,4);// pz\nbuildPlane('x','y','z',-1,-1,width,height,-depth,widthSegments,heightSegments,5);// nz\n// build geometry\nthis.setIndex(new BufferAttribute(indices,1));this.addAttribute('position',new BufferAttribute(vertices,3));this.addAttribute('normal',new BufferAttribute(normals,3));this.addAttribute('uv',new BufferAttribute(uvs,2));// helper functions\nfunction calculateVertexCount(w,h,d){var vertices=0;// calculate the amount of vertices for each side (plane)\nvertices+=(w+1)*(h+1)*2;// xy\nvertices+=(w+1)*(d+1)*2;// xz\nvertices+=(d+1)*(h+1)*2;// zy\nreturn vertices;}function calculateIndexCount(w,h,d){var index=0;// calculate the amount of squares for each side\nindex+=w*h*2;// xy\nindex+=w*d*2;// xz\nindex+=d*h*2;// zy\nreturn index*6;// two triangles per square => six vertices per square\n}function buildPlane(u,v,w,udir,vdir,width,height,depth,gridX,gridY,materialIndex){var segmentWidth=width/gridX;var segmentHeight=height/gridY;var widthHalf=width/2;var heightHalf=height/2;var depthHalf=depth/2;var gridX1=gridX+1;var gridY1=gridY+1;var vertexCounter=0;var groupCount=0;var vector=new Vector3();// generate vertices, normals and uvs\nfor(var iy=0;iy<gridY1;iy++){var y=iy*segmentHeight-heightHalf;for(var ix=0;ix<gridX1;ix++){var x=ix*segmentWidth-widthHalf;// set values to correct vector component\nvector[u]=x*udir;vector[v]=y*vdir;vector[w]=depthHalf;// now apply vector to vertex buffer\nvertices[vertexBufferOffset]=vector.x;vertices[vertexBufferOffset+1]=vector.y;vertices[vertexBufferOffset+2]=vector.z;// set values to correct vector component\nvector[u]=0;vector[v]=0;vector[w]=depth>0?1:-1;// now apply vector to normal buffer\nnormals[vertexBufferOffset]=vector.x;normals[vertexBufferOffset+1]=vector.y;normals[vertexBufferOffset+2]=vector.z;// uvs\nuvs[uvBufferOffset]=ix/gridX;uvs[uvBufferOffset+1]=1-iy/gridY;// update offsets and counters\nvertexBufferOffset+=3;uvBufferOffset+=2;vertexCounter+=1;}}// 1. you need three indices to draw a single face\n// 2. a single segment consists of two faces\n// 3. so we need to generate six (2*3) indices per segment\nfor(iy=0;iy<gridY;iy++){for(ix=0;ix<gridX;ix++){// indices\nvar a=numberOfVertices+ix+gridX1*iy;var b=numberOfVertices+ix+gridX1*(iy+1);var c=numberOfVertices+(ix+1)+gridX1*(iy+1);var d=numberOfVertices+(ix+1)+gridX1*iy;// face one\nindices[indexBufferOffset]=a;indices[indexBufferOffset+1]=b;indices[indexBufferOffset+2]=d;// face two\nindices[indexBufferOffset+3]=b;indices[indexBufferOffset+4]=c;indices[indexBufferOffset+5]=d;// update offsets and counters\nindexBufferOffset+=6;groupCount+=6;}}// add a group to the geometry. this will ensure multi material support\nscope.addGroup(groupStart,groupCount,materialIndex);// calculate new start value for groups\ngroupStart+=groupCount;// update total number of vertices\nnumberOfVertices+=vertexCounter;}}BoxBufferGeometry.prototype=Object.create(BufferGeometry.prototype);BoxBufferGeometry.prototype.constructor=BoxBufferGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as\n */function PlaneBufferGeometry(width,height,widthSegments,heightSegments){BufferGeometry.call(this);this.type='PlaneBufferGeometry';this.parameters={width:width,height:height,widthSegments:widthSegments,heightSegments:heightSegments};var width_half=width/2;var height_half=height/2;var gridX=Math.floor(widthSegments)||1;var gridY=Math.floor(heightSegments)||1;var gridX1=gridX+1;var gridY1=gridY+1;var segment_width=width/gridX;var segment_height=height/gridY;var vertices=new Float32Array(gridX1*gridY1*3);var normals=new Float32Array(gridX1*gridY1*3);var uvs=new Float32Array(gridX1*gridY1*2);var offset=0;var offset2=0;for(var iy=0;iy<gridY1;iy++){var y=iy*segment_height-height_half;for(var ix=0;ix<gridX1;ix++){var x=ix*segment_width-width_half;vertices[offset]=x;vertices[offset+1]=-y;normals[offset+2]=1;uvs[offset2]=ix/gridX;uvs[offset2+1]=1-iy/gridY;offset+=3;offset2+=2;}}offset=0;var indices=new(vertices.length/3>65535?Uint32Array:Uint16Array)(gridX*gridY*6);for(var iy=0;iy<gridY;iy++){for(var ix=0;ix<gridX;ix++){var a=ix+gridX1*iy;var b=ix+gridX1*(iy+1);var c=ix+1+gridX1*(iy+1);var d=ix+1+gridX1*iy;indices[offset]=a;indices[offset+1]=b;indices[offset+2]=d;indices[offset+3]=b;indices[offset+4]=c;indices[offset+5]=d;offset+=6;}}this.setIndex(new BufferAttribute(indices,1));this.addAttribute('position',new BufferAttribute(vertices,3));this.addAttribute('normal',new BufferAttribute(normals,3));this.addAttribute('uv',new BufferAttribute(uvs,2));}PlaneBufferGeometry.prototype=Object.create(BufferGeometry.prototype);PlaneBufferGeometry.prototype.constructor=PlaneBufferGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author WestLangley / http://github.com/WestLangley\n */function Camera(){Object3D.call(this);this.type='Camera';this.matrixWorldInverse=new Matrix4();this.projectionMatrix=new Matrix4();}Camera.prototype=Object.create(Object3D.prototype);Camera.prototype.constructor=Camera;Camera.prototype.isCamera=true;Camera.prototype.getWorldDirection=function(){var quaternion=new Quaternion();return function getWorldDirection(optionalTarget){var result=optionalTarget||new Vector3();this.getWorldQuaternion(quaternion);return result.set(0,0,-1).applyQuaternion(quaternion);};}();Camera.prototype.lookAt=function(){// This routine does not support cameras with rotated and/or translated parent(s)\nvar m1=new Matrix4();return function lookAt(vector){m1.lookAt(this.position,vector,this.up);this.quaternion.setFromRotationMatrix(m1);};}();Camera.prototype.clone=function(){return new this.constructor().copy(this);};Camera.prototype.copy=function(source){Object3D.prototype.copy.call(this,source);this.matrixWorldInverse.copy(source.matrixWorldInverse);this.projectionMatrix.copy(source.projectionMatrix);return this;};/**\n * @author mrdoob / http://mrdoob.com/\n * @author greggman / http://games.greggman.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author tschw\n */function PerspectiveCamera(fov,aspect,near,far){Camera.call(this);this.type='PerspectiveCamera';this.fov=fov!==undefined?fov:50;this.zoom=1;this.near=near!==undefined?near:0.1;this.far=far!==undefined?far:2000;this.focus=10;this.aspect=aspect!==undefined?aspect:1;this.view=null;this.filmGauge=35;// width of the film (default in millimeters)\nthis.filmOffset=0;// horizontal film offset (same unit as gauge)\nthis.updateProjectionMatrix();}PerspectiveCamera.prototype=Object.assign(Object.create(Camera.prototype),{constructor:PerspectiveCamera,isPerspectiveCamera:true,copy:function copy(source){Camera.prototype.copy.call(this,source);this.fov=source.fov;this.zoom=source.zoom;this.near=source.near;this.far=source.far;this.focus=source.focus;this.aspect=source.aspect;this.view=source.view===null?null:Object.assign({},source.view);this.filmGauge=source.filmGauge;this.filmOffset=source.filmOffset;return this;},/**\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 */setFocalLength:function setFocalLength(focalLength){// see http://www.bobatkins.com/photography/technical/field_of_view.html\nvar vExtentSlope=0.5*this.getFilmHeight()/focalLength;this.fov=exports.Math.RAD2DEG*2*Math.atan(vExtentSlope);this.updateProjectionMatrix();},/**\n \t * Calculates the focal length from the current .fov and .filmGauge.\n \t */getFocalLength:function getFocalLength(){var vExtentSlope=Math.tan(exports.Math.DEG2RAD*0.5*this.fov);return 0.5*this.getFilmHeight()/vExtentSlope;},getEffectiveFOV:function getEffectiveFOV(){return exports.Math.RAD2DEG*2*Math.atan(Math.tan(exports.Math.DEG2RAD*0.5*this.fov)/this.zoom);},getFilmWidth:function getFilmWidth(){// film not completely covered in portrait format (aspect < 1)\nreturn this.filmGauge*Math.min(this.aspect,1);},getFilmHeight:function getFilmHeight(){// film not completely covered in landscape format (aspect > 1)\nreturn this.filmGauge/Math.max(this.aspect,1);},/**\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 * var w = 1920;\n \t * var h = 1080;\n \t * var fullWidth = w * 3;\n \t * var fullHeight = h * 2;\n \t *\n \t * --A--\n \t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n \t * --B--\n \t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n \t * --C--\n \t * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n \t * --D--\n \t * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n \t * --E--\n \t * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n \t * --F--\n \t * camera.setOffset( 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 */setViewOffset:function setViewOffset(fullWidth,fullHeight,x,y,width,height){this.aspect=fullWidth/fullHeight;this.view={fullWidth:fullWidth,fullHeight:fullHeight,offsetX:x,offsetY:y,width:width,height:height};this.updateProjectionMatrix();},clearViewOffset:function clearViewOffset(){this.view=null;this.updateProjectionMatrix();},updateProjectionMatrix:function updateProjectionMatrix(){var near=this.near,top=near*Math.tan(exports.Math.DEG2RAD*0.5*this.fov)/this.zoom,height=2*top,width=this.aspect*height,left=-0.5*width,view=this.view;if(view!==null){var fullWidth=view.fullWidth,fullHeight=view.fullHeight;left+=view.offsetX*width/fullWidth;top-=view.offsetY*height/fullHeight;width*=view.width/fullWidth;height*=view.height/fullHeight;}var skew=this.filmOffset;if(skew!==0)left+=near*skew/this.getFilmWidth();this.projectionMatrix.makeFrustum(left,left+width,top-height,top,near,this.far);},toJSON:function toJSON(meta){var data=Object3D.prototype.toJSON.call(this,meta);data.object.fov=this.fov;data.object.zoom=this.zoom;data.object.near=this.near;data.object.far=this.far;data.object.focus=this.focus;data.object.aspect=this.aspect;if(this.view!==null)data.object.view=Object.assign({},this.view);data.object.filmGauge=this.filmGauge;data.object.filmOffset=this.filmOffset;return data;}});/**\n * @author alteredq / http://alteredqualia.com/\n * @author arose / http://github.com/arose\n */function OrthographicCamera(left,right,top,bottom,near,far){Camera.call(this);this.type='OrthographicCamera';this.zoom=1;this.view=null;this.left=left;this.right=right;this.top=top;this.bottom=bottom;this.near=near!==undefined?near:0.1;this.far=far!==undefined?far:2000;this.updateProjectionMatrix();}OrthographicCamera.prototype=Object.assign(Object.create(Camera.prototype),{constructor:OrthographicCamera,isOrthographicCamera:true,copy:function copy(source){Camera.prototype.copy.call(this,source);this.left=source.left;this.right=source.right;this.top=source.top;this.bottom=source.bottom;this.near=source.near;this.far=source.far;this.zoom=source.zoom;this.view=source.view===null?null:Object.assign({},source.view);return this;},setViewOffset:function setViewOffset(fullWidth,fullHeight,x,y,width,height){this.view={fullWidth:fullWidth,fullHeight:fullHeight,offsetX:x,offsetY:y,width:width,height:height};this.updateProjectionMatrix();},clearViewOffset:function clearViewOffset(){this.view=null;this.updateProjectionMatrix();},updateProjectionMatrix:function updateProjectionMatrix(){var dx=(this.right-this.left)/(2*this.zoom);var dy=(this.top-this.bottom)/(2*this.zoom);var cx=(this.right+this.left)/2;var cy=(this.top+this.bottom)/2;var left=cx-dx;var right=cx+dx;var top=cy+dy;var bottom=cy-dy;if(this.view!==null){var zoomW=this.zoom/(this.view.width/this.view.fullWidth);var zoomH=this.zoom/(this.view.height/this.view.fullHeight);var scaleW=(this.right-this.left)/this.view.width;var scaleH=(this.top-this.bottom)/this.view.height;left+=scaleW*(this.view.offsetX/zoomW);right=left+scaleW*(this.view.width/zoomW);top-=scaleH*(this.view.offsetY/zoomH);bottom=top-scaleH*(this.view.height/zoomH);}this.projectionMatrix.makeOrthographic(left,right,top,bottom,this.near,this.far);},toJSON:function toJSON(meta){var data=Object3D.prototype.toJSON.call(this,meta);data.object.zoom=this.zoom;data.object.left=this.left;data.object.right=this.right;data.object.top=this.top;data.object.bottom=this.bottom;data.object.near=this.near;data.object.far=this.far;if(this.view!==null)data.object.view=Object.assign({},this.view);return data;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function WebGLIndexedBufferRenderer(gl,extensions,infoRender){var mode;function setMode(value){mode=value;}var type,size;function setIndex(index){if(index.array instanceof Uint32Array&&extensions.get('OES_element_index_uint')){type=gl.UNSIGNED_INT;size=4;}else{type=gl.UNSIGNED_SHORT;size=2;}}function render(start,count){gl.drawElements(mode,count,type,start*size);infoRender.calls++;infoRender.vertices+=count;if(mode===gl.TRIANGLES)infoRender.faces+=count/3;}function renderInstances(geometry,start,count){var extension=extensions.get('ANGLE_instanced_arrays');if(extension===null){console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}extension.drawElementsInstancedANGLE(mode,count,type,start*size,geometry.maxInstancedCount);infoRender.calls++;infoRender.vertices+=count*geometry.maxInstancedCount;if(mode===gl.TRIANGLES)infoRender.faces+=geometry.maxInstancedCount*count/3;}return{setMode:setMode,setIndex:setIndex,render:render,renderInstances:renderInstances};}/**\n * @author mrdoob / http://mrdoob.com/\n */function WebGLBufferRenderer(gl,extensions,infoRender){var mode;function setMode(value){mode=value;}function render(start,count){gl.drawArrays(mode,start,count);infoRender.calls++;infoRender.vertices+=count;if(mode===gl.TRIANGLES)infoRender.faces+=count/3;}function renderInstances(geometry){var extension=extensions.get('ANGLE_instanced_arrays');if(extension===null){console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}var position=geometry.attributes.position;var count=0;if(position&&position.isInterleavedBufferAttribute){count=position.data.count;extension.drawArraysInstancedANGLE(mode,0,count,geometry.maxInstancedCount);}else{count=position.count;extension.drawArraysInstancedANGLE(mode,0,count,geometry.maxInstancedCount);}infoRender.calls++;infoRender.vertices+=count*geometry.maxInstancedCount;if(mode===gl.TRIANGLES)infoRender.faces+=geometry.maxInstancedCount*count/3;}return{setMode:setMode,render:render,renderInstances:renderInstances};}function WebGLLights(){var lights={};return{get:function get(light){if(lights[light.id]!==undefined){return lights[light.id];}var uniforms;switch(light.type){case'DirectionalLight':uniforms={direction:new Vector3(),color:new Color(),shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'SpotLight':uniforms={position:new Vector3(),direction:new Vector3(),color:new Color(),distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'PointLight':uniforms={position:new Vector3(),color:new Color(),distance:0,decay:0,shadow:false,shadowBias:0,shadowRadius:1,shadowMapSize:new Vector2()};break;case'HemisphereLight':uniforms={direction:new Vector3(),skyColor:new Color(),groundColor:new Color()};break;}lights[light.id]=uniforms;return uniforms;}};}/**\n * @author mrdoob / http://mrdoob.com/\n */function addLineNumbers(string){var lines=string.split('\\n');for(var i=0;i<lines.length;i++){lines[i]=i+1+': '+lines[i];}return lines.join('\\n');}function WebGLShader(gl,type,string){var shader=gl.createShader(type);gl.shaderSource(shader,string);gl.compileShader(shader);if(gl.getShaderParameter(shader,gl.COMPILE_STATUS)===false){console.error('THREE.WebGLShader: Shader couldn\\'t compile.');}if(gl.getShaderInfoLog(shader)!==''){console.warn('THREE.WebGLShader: gl.getShaderInfoLog()',type===gl.VERTEX_SHADER?'vertex':'fragment',gl.getShaderInfoLog(shader),addLineNumbers(string));}// --enable-privileged-webgl-extension\n// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\nreturn shader;}var programIdCount=0;function getEncodingComponents(encoding){switch(encoding){case LinearEncoding:return['Linear','( value )'];case sRGBEncoding:return['sRGB','( value )'];case RGBEEncoding:return['RGBE','( value )'];case RGBM7Encoding:return['RGBM','( value, 7.0 )'];case RGBM16Encoding:return['RGBM','( value, 16.0 )'];case RGBDEncoding:return['RGBD','( value, 256.0 )'];case GammaEncoding:return['Gamma','( value, float( GAMMA_FACTOR ) )'];default:throw new Error('unsupported encoding: '+encoding);}}function getTexelDecodingFunction(functionName,encoding){var components=getEncodingComponents(encoding);return\"vec4 \"+functionName+\"( vec4 value ) { return \"+components[0]+\"ToLinear\"+components[1]+\"; }\";}function getTexelEncodingFunction(functionName,encoding){var components=getEncodingComponents(encoding);return\"vec4 \"+functionName+\"( vec4 value ) { return LinearTo\"+components[0]+components[1]+\"; }\";}function getToneMappingFunction(functionName,toneMapping){var toneMappingName;switch(toneMapping){case LinearToneMapping:toneMappingName=\"Linear\";break;case ReinhardToneMapping:toneMappingName=\"Reinhard\";break;case Uncharted2ToneMapping:toneMappingName=\"Uncharted2\";break;case CineonToneMapping:toneMappingName=\"OptimizedCineon\";break;default:throw new Error('unsupported toneMapping: '+toneMapping);}return\"vec3 \"+functionName+\"( vec3 color ) { return \"+toneMappingName+\"ToneMapping( color ); }\";}function generateExtensions(extensions,parameters,rendererExtensions){extensions=extensions||{};var chunks=[extensions.derivatives||parameters.envMapCubeUV||parameters.bumpMap||parameters.normalMap||parameters.flatShading?'#extension GL_OES_standard_derivatives : enable':'',(extensions.fragDepth||parameters.logarithmicDepthBuffer)&&rendererExtensions.get('EXT_frag_depth')?'#extension GL_EXT_frag_depth : enable':'',extensions.drawBuffers&&rendererExtensions.get('WEBGL_draw_buffers')?'#extension GL_EXT_draw_buffers : require':'',(extensions.shaderTextureLOD||parameters.envMap)&&rendererExtensions.get('EXT_shader_texture_lod')?'#extension GL_EXT_shader_texture_lod : enable':''];return chunks.filter(filterEmptyLine).join('\\n');}function generateDefines(defines){var chunks=[];for(var name in defines){var value=defines[name];if(value===false)continue;chunks.push('#define '+name+' '+value);}return chunks.join('\\n');}function fetchAttributeLocations(gl,program,identifiers){var attributes={};var n=gl.getProgramParameter(program,gl.ACTIVE_ATTRIBUTES);for(var i=0;i<n;i++){var info=gl.getActiveAttrib(program,i);var name=info.name;// console.log(\"THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:\", name, i );\nattributes[name]=gl.getAttribLocation(program,name);}return attributes;}function filterEmptyLine(string){return string!=='';}function replaceLightNums(string,parameters){return string.replace(/NUM_DIR_LIGHTS/g,parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g,parameters.numSpotLights).replace(/NUM_POINT_LIGHTS/g,parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g,parameters.numHemiLights);}function parseIncludes(string){var pattern=/#include +<([\\w\\d.]+)>/g;function replace(match,include){var replace=ShaderChunk[include];if(replace===undefined){throw new Error('Can not resolve #include <'+include+'>');}return parseIncludes(replace);}return string.replace(pattern,replace);}function unrollLoops(string){var pattern=/for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;function replace(match,start,end,snippet){var unroll='';for(var i=parseInt(start);i<parseInt(end);i++){unroll+=snippet.replace(/\\[ i \\]/g,'[ '+i+' ]');}return unroll;}return string.replace(pattern,replace);}function WebGLProgram(renderer,code,material,parameters){var gl=renderer.context;var extensions=material.extensions;var defines=material.defines;var vertexShader=material.__webglShader.vertexShader;var fragmentShader=material.__webglShader.fragmentShader;var shadowMapTypeDefine='SHADOWMAP_TYPE_BASIC';if(parameters.shadowMapType===PCFShadowMap){shadowMapTypeDefine='SHADOWMAP_TYPE_PCF';}else if(parameters.shadowMapType===PCFSoftShadowMap){shadowMapTypeDefine='SHADOWMAP_TYPE_PCF_SOFT';}var envMapTypeDefine='ENVMAP_TYPE_CUBE';var envMapModeDefine='ENVMAP_MODE_REFLECTION';var envMapBlendingDefine='ENVMAP_BLENDING_MULTIPLY';if(parameters.envMap){switch(material.envMap.mapping){case CubeReflectionMapping:case CubeRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_CUBE';break;case CubeUVReflectionMapping:case CubeUVRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_CUBE_UV';break;case EquirectangularReflectionMapping:case EquirectangularRefractionMapping:envMapTypeDefine='ENVMAP_TYPE_EQUIREC';break;case SphericalReflectionMapping:envMapTypeDefine='ENVMAP_TYPE_SPHERE';break;}switch(material.envMap.mapping){case CubeRefractionMapping:case EquirectangularRefractionMapping:envMapModeDefine='ENVMAP_MODE_REFRACTION';break;}switch(material.combine){case MultiplyOperation:envMapBlendingDefine='ENVMAP_BLENDING_MULTIPLY';break;case MixOperation:envMapBlendingDefine='ENVMAP_BLENDING_MIX';break;case AddOperation:envMapBlendingDefine='ENVMAP_BLENDING_ADD';break;}}var gammaFactorDefine=renderer.gammaFactor>0?renderer.gammaFactor:1.0;// console.log( 'building new program ' );\n//\nvar customExtensions=generateExtensions(extensions,parameters,renderer.extensions);var customDefines=generateDefines(defines);//\nvar program=gl.createProgram();var prefixVertex,prefixFragment;if(material.isRawShaderMaterial){prefixVertex=[customDefines,'\\n'].filter(filterEmptyLine).join('\\n');prefixFragment=[customExtensions,customDefines,'\\n'].filter(filterEmptyLine).join('\\n');}else{prefixVertex=['precision '+parameters.precision+' float;','precision '+parameters.precision+' int;','#define SHADER_NAME '+material.__webglShader.name,customDefines,parameters.supportsVertexTextures?'#define VERTEX_TEXTURES':'','#define GAMMA_FACTOR '+gammaFactorDefine,'#define MAX_BONES '+parameters.maxBones,parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.displacementMap&&parameters.supportsVertexTextures?'#define USE_DISPLACEMENTMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.skinning?'#define USE_SKINNING':'',parameters.useVertexTexture?'#define BONE_TEXTURE':'',parameters.morphTargets?'#define USE_MORPHTARGETS':'',parameters.morphNormals&&parameters.flatShading===false?'#define USE_MORPHNORMALS':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'','#define NUM_CLIPPING_PLANES '+parameters.numClippingPlanes,parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.sizeAttenuation?'#define USE_SIZEATTENUATION':'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&renderer.extensions.get('EXT_frag_depth')?'#define USE_LOGDEPTHBUF_EXT':'','uniform mat4 modelMatrix;','uniform mat4 modelViewMatrix;','uniform mat4 projectionMatrix;','uniform mat4 viewMatrix;','uniform mat3 normalMatrix;','uniform vec3 cameraPosition;','attribute vec3 position;','attribute vec3 normal;','attribute vec2 uv;','#ifdef USE_COLOR','\tattribute vec3 color;','#endif','#ifdef USE_MORPHTARGETS','\tattribute vec3 morphTarget0;','\tattribute vec3 morphTarget1;','\tattribute vec3 morphTarget2;','\tattribute vec3 morphTarget3;','\t#ifdef USE_MORPHNORMALS','\t\tattribute vec3 morphNormal0;','\t\tattribute vec3 morphNormal1;','\t\tattribute vec3 morphNormal2;','\t\tattribute vec3 morphNormal3;','\t#else','\t\tattribute vec3 morphTarget4;','\t\tattribute vec3 morphTarget5;','\t\tattribute vec3 morphTarget6;','\t\tattribute vec3 morphTarget7;','\t#endif','#endif','#ifdef USE_SKINNING','\tattribute vec4 skinIndex;','\tattribute vec4 skinWeight;','#endif','\\n'].filter(filterEmptyLine).join('\\n');prefixFragment=[customExtensions,'precision '+parameters.precision+' float;','precision '+parameters.precision+' int;','#define SHADER_NAME '+material.__webglShader.name,customDefines,parameters.alphaTest?'#define ALPHATEST '+parameters.alphaTest:'','#define GAMMA_FACTOR '+gammaFactorDefine,parameters.useFog&&parameters.fog?'#define USE_FOG':'',parameters.useFog&&parameters.fogExp?'#define FOG_EXP2':'',parameters.map?'#define USE_MAP':'',parameters.envMap?'#define USE_ENVMAP':'',parameters.envMap?'#define '+envMapTypeDefine:'',parameters.envMap?'#define '+envMapModeDefine:'',parameters.envMap?'#define '+envMapBlendingDefine:'',parameters.lightMap?'#define USE_LIGHTMAP':'',parameters.aoMap?'#define USE_AOMAP':'',parameters.emissiveMap?'#define USE_EMISSIVEMAP':'',parameters.bumpMap?'#define USE_BUMPMAP':'',parameters.normalMap?'#define USE_NORMALMAP':'',parameters.specularMap?'#define USE_SPECULARMAP':'',parameters.roughnessMap?'#define USE_ROUGHNESSMAP':'',parameters.metalnessMap?'#define USE_METALNESSMAP':'',parameters.alphaMap?'#define USE_ALPHAMAP':'',parameters.vertexColors?'#define USE_COLOR':'',parameters.flatShading?'#define FLAT_SHADED':'',parameters.doubleSided?'#define DOUBLE_SIDED':'',parameters.flipSided?'#define FLIP_SIDED':'','#define NUM_CLIPPING_PLANES '+parameters.numClippingPlanes,parameters.shadowMapEnabled?'#define USE_SHADOWMAP':'',parameters.shadowMapEnabled?'#define '+shadowMapTypeDefine:'',parameters.premultipliedAlpha?\"#define PREMULTIPLIED_ALPHA\":'',parameters.physicallyCorrectLights?\"#define PHYSICALLY_CORRECT_LIGHTS\":'',parameters.logarithmicDepthBuffer?'#define USE_LOGDEPTHBUF':'',parameters.logarithmicDepthBuffer&&renderer.extensions.get('EXT_frag_depth')?'#define USE_LOGDEPTHBUF_EXT':'',parameters.envMap&&renderer.extensions.get('EXT_shader_texture_lod')?'#define TEXTURE_LOD_EXT':'','uniform mat4 viewMatrix;','uniform vec3 cameraPosition;',parameters.toneMapping!==NoToneMapping?\"#define TONE_MAPPING\":'',parameters.toneMapping!==NoToneMapping?ShaderChunk['tonemapping_pars_fragment']:'',// this code is required here because it is used by the toneMapping() function defined below\nparameters.toneMapping!==NoToneMapping?getToneMappingFunction(\"toneMapping\",parameters.toneMapping):'',parameters.outputEncoding||parameters.mapEncoding||parameters.envMapEncoding||parameters.emissiveMapEncoding?ShaderChunk['encodings_pars_fragment']:'',// this code is required here because it is used by the various encoding/decoding function defined below\nparameters.mapEncoding?getTexelDecodingFunction('mapTexelToLinear',parameters.mapEncoding):'',parameters.envMapEncoding?getTexelDecodingFunction('envMapTexelToLinear',parameters.envMapEncoding):'',parameters.emissiveMapEncoding?getTexelDecodingFunction('emissiveMapTexelToLinear',parameters.emissiveMapEncoding):'',parameters.outputEncoding?getTexelEncodingFunction(\"linearToOutputTexel\",parameters.outputEncoding):'',parameters.depthPacking?\"#define DEPTH_PACKING \"+material.depthPacking:'','\\n'].filter(filterEmptyLine).join('\\n');}vertexShader=parseIncludes(vertexShader,parameters);vertexShader=replaceLightNums(vertexShader,parameters);fragmentShader=parseIncludes(fragmentShader,parameters);fragmentShader=replaceLightNums(fragmentShader,parameters);if(!material.isShaderMaterial){vertexShader=unrollLoops(vertexShader);fragmentShader=unrollLoops(fragmentShader);}var vertexGlsl=prefixVertex+vertexShader;var fragmentGlsl=prefixFragment+fragmentShader;// console.log( '*VERTEX*', vertexGlsl );\n// console.log( '*FRAGMENT*', fragmentGlsl );\nvar glVertexShader=WebGLShader(gl,gl.VERTEX_SHADER,vertexGlsl);var glFragmentShader=WebGLShader(gl,gl.FRAGMENT_SHADER,fragmentGlsl);gl.attachShader(program,glVertexShader);gl.attachShader(program,glFragmentShader);// Force a particular attribute to index 0.\nif(material.index0AttributeName!==undefined){gl.bindAttribLocation(program,0,material.index0AttributeName);}else if(parameters.morphTargets===true){// programs with morphTargets displace position out of attribute 0\ngl.bindAttribLocation(program,0,'position');}gl.linkProgram(program);var programLog=gl.getProgramInfoLog(program);var vertexLog=gl.getShaderInfoLog(glVertexShader);var fragmentLog=gl.getShaderInfoLog(glFragmentShader);var runnable=true;var haveDiagnostics=true;// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );\n// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );\nif(gl.getProgramParameter(program,gl.LINK_STATUS)===false){runnable=false;console.error('THREE.WebGLProgram: shader error: ',gl.getError(),'gl.VALIDATE_STATUS',gl.getProgramParameter(program,gl.VALIDATE_STATUS),'gl.getProgramInfoLog',programLog,vertexLog,fragmentLog);}else if(programLog!==''){console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()',programLog);}else if(vertexLog===''||fragmentLog===''){haveDiagnostics=false;}if(haveDiagnostics){this.diagnostics={runnable:runnable,material:material,programLog:programLog,vertexShader:{log:vertexLog,prefix:prefixVertex},fragmentShader:{log:fragmentLog,prefix:prefixFragment}};}// clean up\ngl.deleteShader(glVertexShader);gl.deleteShader(glFragmentShader);// set up caching for uniform locations\nvar cachedUniforms;this.getUniforms=function(){if(cachedUniforms===undefined){cachedUniforms=new WebGLUniforms(gl,program,renderer);}return cachedUniforms;};// set up caching for attribute locations\nvar cachedAttributes;this.getAttributes=function(){if(cachedAttributes===undefined){cachedAttributes=fetchAttributeLocations(gl,program);}return cachedAttributes;};// free resource\nthis.destroy=function(){gl.deleteProgram(program);this.program=undefined;};// DEPRECATED\nObject.defineProperties(this,{uniforms:{get:function get(){console.warn('THREE.WebGLProgram: .uniforms is now .getUniforms().');return this.getUniforms();}},attributes:{get:function get(){console.warn('THREE.WebGLProgram: .attributes is now .getAttributes().');return this.getAttributes();}}});//\nthis.id=programIdCount++;this.code=code;this.usedTimes=1;this.program=program;this.vertexShader=glVertexShader;this.fragmentShader=glFragmentShader;return this;}function WebGLPrograms(renderer,capabilities){var programs=[];var shaderIDs={MeshDepthMaterial:'depth',MeshNormalMaterial:'normal',MeshBasicMaterial:'basic',MeshLambertMaterial:'lambert',MeshPhongMaterial:'phong',MeshStandardMaterial:'physical',MeshPhysicalMaterial:'physical',LineBasicMaterial:'basic',LineDashedMaterial:'dashed',PointsMaterial:'points'};var parameterNames=[\"precision\",\"supportsVertexTextures\",\"map\",\"mapEncoding\",\"envMap\",\"envMapMode\",\"envMapEncoding\",\"lightMap\",\"aoMap\",\"emissiveMap\",\"emissiveMapEncoding\",\"bumpMap\",\"normalMap\",\"displacementMap\",\"specularMap\",\"roughnessMap\",\"metalnessMap\",\"alphaMap\",\"combine\",\"vertexColors\",\"fog\",\"useFog\",\"fogExp\",\"flatShading\",\"sizeAttenuation\",\"logarithmicDepthBuffer\",\"skinning\",\"maxBones\",\"useVertexTexture\",\"morphTargets\",\"morphNormals\",\"maxMorphTargets\",\"maxMorphNormals\",\"premultipliedAlpha\",\"numDirLights\",\"numPointLights\",\"numSpotLights\",\"numHemiLights\",\"shadowMapEnabled\",\"shadowMapType\",\"toneMapping\",'physicallyCorrectLights',\"alphaTest\",\"doubleSided\",\"flipSided\",\"numClippingPlanes\",\"depthPacking\"];function allocateBones(object){if(capabilities.floatVertexTextures&&object&&object.skeleton&&object.skeleton.useVertexTexture){return 1024;}else{// default for when object is not specified\n// ( for example when prebuilding shader to be used with multiple objects )\n//\n// - leave some extra space for other uniforms\n// - limit here is ANGLE's 254 max uniform vectors\n// (up to 54 should be safe)\nvar nVertexUniforms=capabilities.maxVertexUniforms;var nVertexMatrices=Math.floor((nVertexUniforms-20)/4);var maxBones=nVertexMatrices;if(object!==undefined&&object&&object.isSkinnedMesh){maxBones=Math.min(object.skeleton.bones.length,maxBones);if(maxBones<object.skeleton.bones.length){console.warn('WebGLRenderer: too many bones - '+object.skeleton.bones.length+', this GPU supports just '+maxBones+' (try OpenGL instead of ANGLE)');}}return maxBones;}}function getTextureEncodingFromMap(map,gammaOverrideLinear){var encoding;if(!map){encoding=LinearEncoding;}else if(map&&map.isTexture){encoding=map.encoding;}else if(map&&map.isWebGLRenderTarget){console.warn(\"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\");encoding=map.texture.encoding;}// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.\nif(encoding===LinearEncoding&&gammaOverrideLinear){encoding=GammaEncoding;}return encoding;}this.getParameters=function(material,lights,fog,nClipPlanes,object){var shaderID=shaderIDs[material.type];// heuristics to create shader parameters according to lights in the scene\n// (not to blow over maxLights budget)\nvar maxBones=allocateBones(object);var precision=renderer.getPrecision();if(material.precision!==null){precision=capabilities.getMaxPrecision(material.precision);if(precision!==material.precision){console.warn('THREE.WebGLProgram.getParameters:',material.precision,'not supported, using',precision,'instead.');}}var currentRenderTarget=renderer.getCurrentRenderTarget();var parameters={shaderID:shaderID,precision:precision,supportsVertexTextures:capabilities.vertexTextures,outputEncoding:getTextureEncodingFromMap(!currentRenderTarget?null:currentRenderTarget.texture,renderer.gammaOutput),map:!!material.map,mapEncoding:getTextureEncodingFromMap(material.map,renderer.gammaInput),envMap:!!material.envMap,envMapMode:material.envMap&&material.envMap.mapping,envMapEncoding:getTextureEncodingFromMap(material.envMap,renderer.gammaInput),envMapCubeUV:!!material.envMap&&(material.envMap.mapping===CubeUVReflectionMapping||material.envMap.mapping===CubeUVRefractionMapping),lightMap:!!material.lightMap,aoMap:!!material.aoMap,emissiveMap:!!material.emissiveMap,emissiveMapEncoding:getTextureEncodingFromMap(material.emissiveMap,renderer.gammaInput),bumpMap:!!material.bumpMap,normalMap:!!material.normalMap,displacementMap:!!material.displacementMap,roughnessMap:!!material.roughnessMap,metalnessMap:!!material.metalnessMap,specularMap:!!material.specularMap,alphaMap:!!material.alphaMap,combine:material.combine,vertexColors:material.vertexColors,fog:!!fog,useFog:material.fog,fogExp:fog&&fog.isFogExp2,flatShading:material.shading===FlatShading,sizeAttenuation:material.sizeAttenuation,logarithmicDepthBuffer:capabilities.logarithmicDepthBuffer,skinning:material.skinning,maxBones:maxBones,useVertexTexture:capabilities.floatVertexTextures&&object&&object.skeleton&&object.skeleton.useVertexTexture,morphTargets:material.morphTargets,morphNormals:material.morphNormals,maxMorphTargets:renderer.maxMorphTargets,maxMorphNormals:renderer.maxMorphNormals,numDirLights:lights.directional.length,numPointLights:lights.point.length,numSpotLights:lights.spot.length,numHemiLights:lights.hemi.length,numClippingPlanes:nClipPlanes,shadowMapEnabled:renderer.shadowMap.enabled&&object.receiveShadow&&lights.shadows.length>0,shadowMapType:renderer.shadowMap.type,toneMapping:renderer.toneMapping,physicallyCorrectLights:renderer.physicallyCorrectLights,premultipliedAlpha:material.premultipliedAlpha,alphaTest:material.alphaTest,doubleSided:material.side===DoubleSide,flipSided:material.side===BackSide,depthPacking:material.depthPacking!==undefined?material.depthPacking:false};return parameters;};this.getProgramCode=function(material,parameters){var array=[];if(parameters.shaderID){array.push(parameters.shaderID);}else{array.push(material.fragmentShader);array.push(material.vertexShader);}if(material.defines!==undefined){for(var name in material.defines){array.push(name);array.push(material.defines[name]);}}for(var i=0;i<parameterNames.length;i++){array.push(parameters[parameterNames[i]]);}return array.join();};this.acquireProgram=function(material,parameters,code){var program;// Check if code has been already compiled\nfor(var p=0,pl=programs.length;p<pl;p++){var programInfo=programs[p];if(programInfo.code===code){program=programInfo;++program.usedTimes;break;}}if(program===undefined){program=new WebGLProgram(renderer,code,material,parameters);programs.push(program);}return program;};this.releaseProgram=function(program){if(--program.usedTimes===0){// Remove from unordered set\nvar i=programs.indexOf(program);programs[i]=programs[programs.length-1];programs.pop();// Free WebGL resources\nprogram.destroy();}};// Exposed for resource monitoring & error feedback via renderer.info:\nthis.programs=programs;}function WebGLGeometries(gl,properties,info){var geometries={};function onGeometryDispose(event){var geometry=event.target;var buffergeometry=geometries[geometry.id];if(buffergeometry.index!==null){deleteAttribute(buffergeometry.index);}deleteAttributes(buffergeometry.attributes);geometry.removeEventListener('dispose',onGeometryDispose);delete geometries[geometry.id];// TODO\nvar property=properties.get(geometry);if(property.wireframe){deleteAttribute(property.wireframe);}properties.delete(geometry);var bufferproperty=properties.get(buffergeometry);if(bufferproperty.wireframe){deleteAttribute(bufferproperty.wireframe);}properties.delete(buffergeometry);//\ninfo.memory.geometries--;}function getAttributeBuffer(attribute){if(attribute.isInterleavedBufferAttribute){return properties.get(attribute.data).__webglBuffer;}return properties.get(attribute).__webglBuffer;}function deleteAttribute(attribute){var buffer=getAttributeBuffer(attribute);if(buffer!==undefined){gl.deleteBuffer(buffer);removeAttributeBuffer(attribute);}}function deleteAttributes(attributes){for(var name in attributes){deleteAttribute(attributes[name]);}}function removeAttributeBuffer(attribute){if(attribute.isInterleavedBufferAttribute){properties.delete(attribute.data);}else{properties.delete(attribute);}}return{get:function get(object){var geometry=object.geometry;if(geometries[geometry.id]!==undefined){return geometries[geometry.id];}geometry.addEventListener('dispose',onGeometryDispose);var buffergeometry;if(geometry.isBufferGeometry){buffergeometry=geometry;}else if(geometry.isGeometry){if(geometry._bufferGeometry===undefined){geometry._bufferGeometry=new BufferGeometry().setFromObject(object);}buffergeometry=geometry._bufferGeometry;}geometries[geometry.id]=buffergeometry;info.memory.geometries++;return buffergeometry;}};}function WebGLObjects(gl,properties,info){var geometries=new WebGLGeometries(gl,properties,info);//\nfunction update(object){// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.\nvar geometry=geometries.get(object);if(object.geometry.isGeometry){geometry.updateFromObject(object);}var index=geometry.index;var attributes=geometry.attributes;if(index!==null){updateAttribute(index,gl.ELEMENT_ARRAY_BUFFER);}for(var name in attributes){updateAttribute(attributes[name],gl.ARRAY_BUFFER);}// morph targets\nvar morphAttributes=geometry.morphAttributes;for(var name in morphAttributes){var array=morphAttributes[name];for(var i=0,l=array.length;i<l;i++){updateAttribute(array[i],gl.ARRAY_BUFFER);}}return geometry;}function updateAttribute(attribute,bufferType){var data=attribute.isInterleavedBufferAttribute?attribute.data:attribute;var attributeProperties=properties.get(data);if(attributeProperties.__webglBuffer===undefined){createBuffer(attributeProperties,data,bufferType);}else if(attributeProperties.version!==data.version){updateBuffer(attributeProperties,data,bufferType);}}function createBuffer(attributeProperties,data,bufferType){attributeProperties.__webglBuffer=gl.createBuffer();gl.bindBuffer(bufferType,attributeProperties.__webglBuffer);var usage=data.dynamic?gl.DYNAMIC_DRAW:gl.STATIC_DRAW;gl.bufferData(bufferType,data.array,usage);attributeProperties.version=data.version;}function updateBuffer(attributeProperties,data,bufferType){gl.bindBuffer(bufferType,attributeProperties.__webglBuffer);if(data.dynamic===false||data.updateRange.count===-1){// Not using update ranges\ngl.bufferSubData(bufferType,0,data.array);}else if(data.updateRange.count===0){console.error('THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.');}else{gl.bufferSubData(bufferType,data.updateRange.offset*data.array.BYTES_PER_ELEMENT,data.array.subarray(data.updateRange.offset,data.updateRange.offset+data.updateRange.count));data.updateRange.count=0;// reset range\n}attributeProperties.version=data.version;}function getAttributeBuffer(attribute){if(attribute.isInterleavedBufferAttribute){return properties.get(attribute.data).__webglBuffer;}return properties.get(attribute).__webglBuffer;}function getWireframeAttribute(geometry){var property=properties.get(geometry);if(property.wireframe!==undefined){return property.wireframe;}var indices=[];var index=geometry.index;var attributes=geometry.attributes;var position=attributes.position;// console.time( 'wireframe' );\nif(index!==null){var edges={};var array=index.array;for(var i=0,l=array.length;i<l;i+=3){var a=array[i+0];var b=array[i+1];var c=array[i+2];indices.push(a,b,b,c,c,a);}}else{var array=attributes.position.array;for(var i=0,l=array.length/3-1;i<l;i+=3){var a=i+0;var b=i+1;var c=i+2;indices.push(a,b,b,c,c,a);}}// console.timeEnd( 'wireframe' );\nvar TypeArray=position.count>65535?Uint32Array:Uint16Array;var attribute=new BufferAttribute(new TypeArray(indices),1);updateAttribute(attribute,gl.ELEMENT_ARRAY_BUFFER);property.wireframe=attribute;return attribute;}return{getAttributeBuffer:getAttributeBuffer,getWireframeAttribute:getWireframeAttribute,update:update};}function WebGLTextures(_gl,extensions,state,properties,capabilities,paramThreeToGL,info){var _infoMemory=info.memory;var _isWebGL2=typeof WebGL2RenderingContext!=='undefined'&&_gl instanceof WebGL2RenderingContext;//\nfunction clampToMaxSize(image,maxSize){if(image.width>maxSize||image.height>maxSize){// Warning: Scaling through the canvas will only work with images that use\n// premultiplied alpha.\nvar scale=maxSize/Math.max(image.width,image.height);var canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');canvas.width=Math.floor(image.width*scale);canvas.height=Math.floor(image.height*scale);var context=canvas.getContext('2d');context.drawImage(image,0,0,image.width,image.height,0,0,canvas.width,canvas.height);console.warn('THREE.WebGLRenderer: image is too big ('+image.width+'x'+image.height+'). Resized to '+canvas.width+'x'+canvas.height,image);return canvas;}return image;}function isPowerOfTwo(image){return exports.Math.isPowerOfTwo(image.width)&&exports.Math.isPowerOfTwo(image.height);}function makePowerOfTwo(image){if(image instanceof HTMLImageElement||image instanceof HTMLCanvasElement){var canvas=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');canvas.width=exports.Math.nearestPowerOfTwo(image.width);canvas.height=exports.Math.nearestPowerOfTwo(image.height);var context=canvas.getContext('2d');context.drawImage(image,0,0,canvas.width,canvas.height);console.warn('THREE.WebGLRenderer: image is not power of two ('+image.width+'x'+image.height+'). Resized to '+canvas.width+'x'+canvas.height,image);return canvas;}return image;}function textureNeedsPowerOfTwo(texture){if(texture.wrapS!==ClampToEdgeWrapping||texture.wrapT!==ClampToEdgeWrapping)return true;if(texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter)return true;return false;}// Fallback filters for non-power-of-2 textures\nfunction filterFallback(f){if(f===NearestFilter||f===NearestMipMapNearestFilter||f===NearestMipMapLinearFilter){return _gl.NEAREST;}return _gl.LINEAR;}//\nfunction onTextureDispose(event){var texture=event.target;texture.removeEventListener('dispose',onTextureDispose);deallocateTexture(texture);_infoMemory.textures--;}function onRenderTargetDispose(event){var renderTarget=event.target;renderTarget.removeEventListener('dispose',onRenderTargetDispose);deallocateRenderTarget(renderTarget);_infoMemory.textures--;}//\nfunction deallocateTexture(texture){var textureProperties=properties.get(texture);if(texture.image&&textureProperties.__image__webglTextureCube){// cube texture\n_gl.deleteTexture(textureProperties.__image__webglTextureCube);}else{// 2D texture\nif(textureProperties.__webglInit===undefined)return;_gl.deleteTexture(textureProperties.__webglTexture);}// remove all webgl properties\nproperties.delete(texture);}function deallocateRenderTarget(renderTarget){var renderTargetProperties=properties.get(renderTarget);var textureProperties=properties.get(renderTarget.texture);if(!renderTarget)return;if(textureProperties.__webglTexture!==undefined){_gl.deleteTexture(textureProperties.__webglTexture);}if(renderTarget.depthTexture){renderTarget.depthTexture.dispose();}if(renderTarget&&renderTarget.isWebGLRenderTargetCube){for(var i=0;i<6;i++){_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);}}else{_gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);if(renderTargetProperties.__webglDepthbuffer)_gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);}properties.delete(renderTarget.texture);properties.delete(renderTarget);}//\nfunction setTexture2D(texture,slot){var textureProperties=properties.get(texture);if(texture.version>0&&textureProperties.__version!==texture.version){var image=texture.image;if(image===undefined){console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined',texture);}else if(image.complete===false){console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete',texture);}else{uploadTexture(textureProperties,texture,slot);return;}}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture);}function setTextureCube(texture,slot){var textureProperties=properties.get(texture);if(texture.image.length===6){if(texture.version>0&&textureProperties.__version!==texture.version){if(!textureProperties.__image__webglTextureCube){texture.addEventListener('dispose',onTextureDispose);textureProperties.__image__webglTextureCube=_gl.createTexture();_infoMemory.textures++;}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__image__webglTextureCube);_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY);var isCompressed=texture&&texture.isCompressedTexture;var isDataTexture=texture.image[0]&&texture.image[0].isDataTexture;var cubeImage=[];for(var i=0;i<6;i++){if(!isCompressed&&!isDataTexture){cubeImage[i]=clampToMaxSize(texture.image[i],capabilities.maxCubemapSize);}else{cubeImage[i]=isDataTexture?texture.image[i].image:texture.image[i];}}var image=cubeImage[0],isPowerOfTwoImage=isPowerOfTwo(image),glFormat=paramThreeToGL(texture.format),glType=paramThreeToGL(texture.type);setTextureParameters(_gl.TEXTURE_CUBE_MAP,texture,isPowerOfTwoImage);for(var i=0;i<6;i++){if(!isCompressed){if(isDataTexture){state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glFormat,cubeImage[i].width,cubeImage[i].height,0,glFormat,glType,cubeImage[i].data);}else{state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,glFormat,glFormat,glType,cubeImage[i]);}}else{var mipmap,mipmaps=cubeImage[i].mipmaps;for(var j=0,jl=mipmaps.length;j<jl;j++){mipmap=mipmaps[j];if(texture.format!==RGBAFormat&&texture.format!==RGBFormat){if(state.getCompressedTextureFormats().indexOf(glFormat)>-1){state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glFormat,mipmap.width,mipmap.height,0,mipmap.data);}else{console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\");}}else{state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i,j,glFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);}}}}if(texture.generateMipmaps&&isPowerOfTwoImage){_gl.generateMipmap(_gl.TEXTURE_CUBE_MAP);}textureProperties.__version=texture.version;if(texture.onUpdate)texture.onUpdate(texture);}else{state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__image__webglTextureCube);}}}function setTextureCubeDynamic(texture,slot){state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_CUBE_MAP,properties.get(texture).__webglTexture);}function setTextureParameters(textureType,texture,isPowerOfTwoImage){var extension;if(isPowerOfTwoImage){_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_S,paramThreeToGL(texture.wrapS));_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_T,paramThreeToGL(texture.wrapT));_gl.texParameteri(textureType,_gl.TEXTURE_MAG_FILTER,paramThreeToGL(texture.magFilter));_gl.texParameteri(textureType,_gl.TEXTURE_MIN_FILTER,paramThreeToGL(texture.minFilter));}else{_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_S,_gl.CLAMP_TO_EDGE);_gl.texParameteri(textureType,_gl.TEXTURE_WRAP_T,_gl.CLAMP_TO_EDGE);if(texture.wrapS!==ClampToEdgeWrapping||texture.wrapT!==ClampToEdgeWrapping){console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.',texture);}_gl.texParameteri(textureType,_gl.TEXTURE_MAG_FILTER,filterFallback(texture.magFilter));_gl.texParameteri(textureType,_gl.TEXTURE_MIN_FILTER,filterFallback(texture.minFilter));if(texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter){console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.',texture);}}extension=extensions.get('EXT_texture_filter_anisotropic');if(extension){if(texture.type===FloatType&&extensions.get('OES_texture_float_linear')===null)return;if(texture.type===HalfFloatType&&extensions.get('OES_texture_half_float_linear')===null)return;if(texture.anisotropy>1||properties.get(texture).__currentAnisotropy){_gl.texParameterf(textureType,extension.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(texture.anisotropy,capabilities.getMaxAnisotropy()));properties.get(texture).__currentAnisotropy=texture.anisotropy;}}}function uploadTexture(textureProperties,texture,slot){if(textureProperties.__webglInit===undefined){textureProperties.__webglInit=true;texture.addEventListener('dispose',onTextureDispose);textureProperties.__webglTexture=_gl.createTexture();_infoMemory.textures++;}state.activeTexture(_gl.TEXTURE0+slot);state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture);_gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL,texture.flipY);_gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,texture.premultiplyAlpha);_gl.pixelStorei(_gl.UNPACK_ALIGNMENT,texture.unpackAlignment);var image=clampToMaxSize(texture.image,capabilities.maxTextureSize);if(textureNeedsPowerOfTwo(texture)&&isPowerOfTwo(image)===false){image=makePowerOfTwo(image);}var isPowerOfTwoImage=isPowerOfTwo(image),glFormat=paramThreeToGL(texture.format),glType=paramThreeToGL(texture.type);setTextureParameters(_gl.TEXTURE_2D,texture,isPowerOfTwoImage);var mipmap,mipmaps=texture.mipmaps;if(texture&&texture.isDepthTexture){// populate depth texture with dummy data\nvar internalFormat=_gl.DEPTH_COMPONENT;if(texture.type===FloatType){if(!_isWebGL2)throw new Error('Float Depth Texture only supported in WebGL2.0');internalFormat=_gl.DEPTH_COMPONENT32F;}else if(_isWebGL2){// WebGL 2.0 requires signed internalformat for glTexImage2D\ninternalFormat=_gl.DEPTH_COMPONENT16;}// Depth stencil textures need the DEPTH_STENCIL internal format\n// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\nif(texture.format===DepthStencilFormat){internalFormat=_gl.DEPTH_STENCIL;}state.texImage2D(_gl.TEXTURE_2D,0,internalFormat,image.width,image.height,0,glFormat,glType,null);}else if(texture&&texture.isDataTexture){// use manually created mipmaps if available\n// if there are no manual mipmaps\n// set 0 level mipmap and then use GL to generate other mipmap levels\nif(mipmaps.length>0&&isPowerOfTwoImage){for(var i=0,il=mipmaps.length;i<il;i++){mipmap=mipmaps[i];state.texImage2D(_gl.TEXTURE_2D,i,glFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);}texture.generateMipmaps=false;}else{state.texImage2D(_gl.TEXTURE_2D,0,glFormat,image.width,image.height,0,glFormat,glType,image.data);}}else if(texture&&texture.isCompressedTexture){for(var i=0,il=mipmaps.length;i<il;i++){mipmap=mipmaps[i];if(texture.format!==RGBAFormat&&texture.format!==RGBFormat){if(state.getCompressedTextureFormats().indexOf(glFormat)>-1){state.compressedTexImage2D(_gl.TEXTURE_2D,i,glFormat,mipmap.width,mipmap.height,0,mipmap.data);}else{console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");}}else{state.texImage2D(_gl.TEXTURE_2D,i,glFormat,mipmap.width,mipmap.height,0,glFormat,glType,mipmap.data);}}}else{// regular Texture (image, video, canvas)\n// use manually created mipmaps if available\n// if there are no manual mipmaps\n// set 0 level mipmap and then use GL to generate other mipmap levels\nif(mipmaps.length>0&&isPowerOfTwoImage){for(var i=0,il=mipmaps.length;i<il;i++){mipmap=mipmaps[i];state.texImage2D(_gl.TEXTURE_2D,i,glFormat,glFormat,glType,mipmap);}texture.generateMipmaps=false;}else{state.texImage2D(_gl.TEXTURE_2D,0,glFormat,glFormat,glType,image);}}if(texture.generateMipmaps&&isPowerOfTwoImage)_gl.generateMipmap(_gl.TEXTURE_2D);textureProperties.__version=texture.version;if(texture.onUpdate)texture.onUpdate(texture);}// Render targets\n// Setup storage for target texture and bind it to correct framebuffer\nfunction setupFrameBufferTexture(framebuffer,renderTarget,attachment,textureTarget){var glFormat=paramThreeToGL(renderTarget.texture.format);var glType=paramThreeToGL(renderTarget.texture.type);state.texImage2D(textureTarget,0,glFormat,renderTarget.width,renderTarget.height,0,glFormat,glType,null);_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);_gl.framebufferTexture2D(_gl.FRAMEBUFFER,attachment,textureTarget,properties.get(renderTarget.texture).__webglTexture,0);_gl.bindFramebuffer(_gl.FRAMEBUFFER,null);}// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\nfunction setupRenderBufferStorage(renderbuffer,renderTarget){_gl.bindRenderbuffer(_gl.RENDERBUFFER,renderbuffer);if(renderTarget.depthBuffer&&!renderTarget.stencilBuffer){_gl.renderbufferStorage(_gl.RENDERBUFFER,_gl.DEPTH_COMPONENT16,renderTarget.width,renderTarget.height);_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,_gl.DEPTH_ATTACHMENT,_gl.RENDERBUFFER,renderbuffer);}else if(renderTarget.depthBuffer&&renderTarget.stencilBuffer){_gl.renderbufferStorage(_gl.RENDERBUFFER,_gl.DEPTH_STENCIL,renderTarget.width,renderTarget.height);_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER,_gl.DEPTH_STENCIL_ATTACHMENT,_gl.RENDERBUFFER,renderbuffer);}else{// FIXME: We don't support !depth !stencil\n_gl.renderbufferStorage(_gl.RENDERBUFFER,_gl.RGBA4,renderTarget.width,renderTarget.height);}_gl.bindRenderbuffer(_gl.RENDERBUFFER,null);}// Setup resources for a Depth Texture for a FBO (needs an extension)\nfunction setupDepthTexture(framebuffer,renderTarget){var isCube=renderTarget&&renderTarget.isWebGLRenderTargetCube;if(isCube)throw new Error('Depth Texture with cube render targets is not supported!');_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);if(!(renderTarget.depthTexture&&renderTarget.depthTexture.isDepthTexture)){throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');}// upload an empty depth texture with framebuffer size\nif(!properties.get(renderTarget.depthTexture).__webglTexture||renderTarget.depthTexture.image.width!==renderTarget.width||renderTarget.depthTexture.image.height!==renderTarget.height){renderTarget.depthTexture.image.width=renderTarget.width;renderTarget.depthTexture.image.height=renderTarget.height;renderTarget.depthTexture.needsUpdate=true;}setTexture2D(renderTarget.depthTexture,0);var webglDepthTexture=properties.get(renderTarget.depthTexture).__webglTexture;if(renderTarget.depthTexture.format===DepthFormat){_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.DEPTH_ATTACHMENT,_gl.TEXTURE_2D,webglDepthTexture,0);}else if(renderTarget.depthTexture.format===DepthStencilFormat){_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.DEPTH_STENCIL_ATTACHMENT,_gl.TEXTURE_2D,webglDepthTexture,0);}else{throw new Error('Unknown depthTexture format');}}// Setup GL resources for a non-texture depth buffer\nfunction setupDepthRenderbuffer(renderTarget){var renderTargetProperties=properties.get(renderTarget);var isCube=renderTarget&&renderTarget.isWebGLRenderTargetCube;if(renderTarget.depthTexture){if(isCube)throw new Error('target.depthTexture not supported in Cube render targets');setupDepthTexture(renderTargetProperties.__webglFramebuffer,renderTarget);}else{if(isCube){renderTargetProperties.__webglDepthbuffer=[];for(var i=0;i<6;i++){_gl.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer[i]);renderTargetProperties.__webglDepthbuffer[i]=_gl.createRenderbuffer();setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i],renderTarget);}}else{_gl.bindFramebuffer(_gl.FRAMEBUFFER,renderTargetProperties.__webglFramebuffer);renderTargetProperties.__webglDepthbuffer=_gl.createRenderbuffer();setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer,renderTarget);}}_gl.bindFramebuffer(_gl.FRAMEBUFFER,null);}// Set up GL resources for the render target\nfunction setupRenderTarget(renderTarget){var renderTargetProperties=properties.get(renderTarget);var textureProperties=properties.get(renderTarget.texture);renderTarget.addEventListener('dispose',onRenderTargetDispose);textureProperties.__webglTexture=_gl.createTexture();_infoMemory.textures++;var isCube=renderTarget&&renderTarget.isWebGLRenderTargetCube;var isTargetPowerOfTwo=isPowerOfTwo(renderTarget);// Setup framebuffer\nif(isCube){renderTargetProperties.__webglFramebuffer=[];for(var i=0;i<6;i++){renderTargetProperties.__webglFramebuffer[i]=_gl.createFramebuffer();}}else{renderTargetProperties.__webglFramebuffer=_gl.createFramebuffer();}// Setup color buffer\nif(isCube){state.bindTexture(_gl.TEXTURE_CUBE_MAP,textureProperties.__webglTexture);setTextureParameters(_gl.TEXTURE_CUBE_MAP,renderTarget.texture,isTargetPowerOfTwo);for(var i=0;i<6;i++){setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i],renderTarget,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+i);}if(renderTarget.texture.generateMipmaps&&isTargetPowerOfTwo)_gl.generateMipmap(_gl.TEXTURE_CUBE_MAP);state.bindTexture(_gl.TEXTURE_CUBE_MAP,null);}else{state.bindTexture(_gl.TEXTURE_2D,textureProperties.__webglTexture);setTextureParameters(_gl.TEXTURE_2D,renderTarget.texture,isTargetPowerOfTwo);setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer,renderTarget,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_2D);if(renderTarget.texture.generateMipmaps&&isTargetPowerOfTwo)_gl.generateMipmap(_gl.TEXTURE_2D);state.bindTexture(_gl.TEXTURE_2D,null);}// Setup depth and stencil buffers\nif(renderTarget.depthBuffer){setupDepthRenderbuffer(renderTarget);}}function updateRenderTargetMipmap(renderTarget){var texture=renderTarget.texture;if(texture.generateMipmaps&&isPowerOfTwo(renderTarget)&&texture.minFilter!==NearestFilter&&texture.minFilter!==LinearFilter){var target=renderTarget&&renderTarget.isWebGLRenderTargetCube?_gl.TEXTURE_CUBE_MAP:_gl.TEXTURE_2D;var webglTexture=properties.get(texture).__webglTexture;state.bindTexture(target,webglTexture);_gl.generateMipmap(target);state.bindTexture(target,null);}}this.setTexture2D=setTexture2D;this.setTextureCube=setTextureCube;this.setTextureCubeDynamic=setTextureCubeDynamic;this.setupRenderTarget=setupRenderTarget;this.updateRenderTargetMipmap=updateRenderTargetMipmap;}/**\n * @author fordacious / fordacious.github.io\n */function WebGLProperties(){var properties={};return{get:function get(object){var uuid=object.uuid;var map=properties[uuid];if(map===undefined){map={};properties[uuid]=map;}return map;},delete:function _delete(object){delete properties[object.uuid];},clear:function clear(){properties={};}};}function WebGLState(gl,extensions,paramThreeToGL){function ColorBuffer(){var locked=false;var color=new Vector4();var currentColorMask=null;var currentColorClear=new Vector4();return{setMask:function setMask(colorMask){if(currentColorMask!==colorMask&&!locked){gl.colorMask(colorMask,colorMask,colorMask,colorMask);currentColorMask=colorMask;}},setLocked:function setLocked(lock){locked=lock;},setClear:function setClear(r,g,b,a){color.set(r,g,b,a);if(currentColorClear.equals(color)===false){gl.clearColor(r,g,b,a);currentColorClear.copy(color);}},reset:function reset(){locked=false;currentColorMask=null;currentColorClear.set(0,0,0,1);}};}function DepthBuffer(){var locked=false;var currentDepthMask=null;var currentDepthFunc=null;var currentDepthClear=null;return{setTest:function setTest(depthTest){if(depthTest){enable(gl.DEPTH_TEST);}else{disable(gl.DEPTH_TEST);}},setMask:function setMask(depthMask){if(currentDepthMask!==depthMask&&!locked){gl.depthMask(depthMask);currentDepthMask=depthMask;}},setFunc:function setFunc(depthFunc){if(currentDepthFunc!==depthFunc){if(depthFunc){switch(depthFunc){case NeverDepth:gl.depthFunc(gl.NEVER);break;case AlwaysDepth:gl.depthFunc(gl.ALWAYS);break;case LessDepth:gl.depthFunc(gl.LESS);break;case LessEqualDepth:gl.depthFunc(gl.LEQUAL);break;case EqualDepth:gl.depthFunc(gl.EQUAL);break;case GreaterEqualDepth:gl.depthFunc(gl.GEQUAL);break;case GreaterDepth:gl.depthFunc(gl.GREATER);break;case NotEqualDepth:gl.depthFunc(gl.NOTEQUAL);break;default:gl.depthFunc(gl.LEQUAL);}}else{gl.depthFunc(gl.LEQUAL);}currentDepthFunc=depthFunc;}},setLocked:function setLocked(lock){locked=lock;},setClear:function setClear(depth){if(currentDepthClear!==depth){gl.clearDepth(depth);currentDepthClear=depth;}},reset:function reset(){locked=false;currentDepthMask=null;currentDepthFunc=null;currentDepthClear=null;}};}function StencilBuffer(){var locked=false;var currentStencilMask=null;var currentStencilFunc=null;var currentStencilRef=null;var currentStencilFuncMask=null;var currentStencilFail=null;var currentStencilZFail=null;var currentStencilZPass=null;var currentStencilClear=null;return{setTest:function setTest(stencilTest){if(stencilTest){enable(gl.STENCIL_TEST);}else{disable(gl.STENCIL_TEST);}},setMask:function setMask(stencilMask){if(currentStencilMask!==stencilMask&&!locked){gl.stencilMask(stencilMask);currentStencilMask=stencilMask;}},setFunc:function setFunc(stencilFunc,stencilRef,stencilMask){if(currentStencilFunc!==stencilFunc||currentStencilRef!==stencilRef||currentStencilFuncMask!==stencilMask){gl.stencilFunc(stencilFunc,stencilRef,stencilMask);currentStencilFunc=stencilFunc;currentStencilRef=stencilRef;currentStencilFuncMask=stencilMask;}},setOp:function setOp(stencilFail,stencilZFail,stencilZPass){if(currentStencilFail!==stencilFail||currentStencilZFail!==stencilZFail||currentStencilZPass!==stencilZPass){gl.stencilOp(stencilFail,stencilZFail,stencilZPass);currentStencilFail=stencilFail;currentStencilZFail=stencilZFail;currentStencilZPass=stencilZPass;}},setLocked:function setLocked(lock){locked=lock;},setClear:function setClear(stencil){if(currentStencilClear!==stencil){gl.clearStencil(stencil);currentStencilClear=stencil;}},reset:function reset(){locked=false;currentStencilMask=null;currentStencilFunc=null;currentStencilRef=null;currentStencilFuncMask=null;currentStencilFail=null;currentStencilZFail=null;currentStencilZPass=null;currentStencilClear=null;}};}//\nvar colorBuffer=new ColorBuffer();var depthBuffer=new DepthBuffer();var stencilBuffer=new StencilBuffer();var maxVertexAttributes=gl.getParameter(gl.MAX_VERTEX_ATTRIBS);var newAttributes=new Uint8Array(maxVertexAttributes);var enabledAttributes=new Uint8Array(maxVertexAttributes);var attributeDivisors=new Uint8Array(maxVertexAttributes);var capabilities={};var compressedTextureFormats=null;var currentBlending=null;var currentBlendEquation=null;var currentBlendSrc=null;var currentBlendDst=null;var currentBlendEquationAlpha=null;var currentBlendSrcAlpha=null;var currentBlendDstAlpha=null;var currentPremultipledAlpha=false;var currentFlipSided=null;var currentCullFace=null;var currentLineWidth=null;var currentPolygonOffsetFactor=null;var currentPolygonOffsetUnits=null;var currentScissorTest=null;var maxTextures=gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);var currentTextureSlot=null;var currentBoundTextures={};var currentScissor=new Vector4();var currentViewport=new Vector4();function createTexture(type,target,count){var data=new Uint8Array(4);// 4 is required to match default unpack alignment of 4.\nvar texture=gl.createTexture();gl.bindTexture(type,texture);gl.texParameteri(type,gl.TEXTURE_MIN_FILTER,gl.NEAREST);gl.texParameteri(type,gl.TEXTURE_MAG_FILTER,gl.NEAREST);for(var i=0;i<count;i++){gl.texImage2D(target+i,0,gl.RGBA,1,1,0,gl.RGBA,gl.UNSIGNED_BYTE,data);}return texture;}var emptyTextures={};emptyTextures[gl.TEXTURE_2D]=createTexture(gl.TEXTURE_2D,gl.TEXTURE_2D,1);emptyTextures[gl.TEXTURE_CUBE_MAP]=createTexture(gl.TEXTURE_CUBE_MAP,gl.TEXTURE_CUBE_MAP_POSITIVE_X,6);//\nfunction init(){clearColor(0,0,0,1);clearDepth(1);clearStencil(0);enable(gl.DEPTH_TEST);setDepthFunc(LessEqualDepth);setFlipSided(false);setCullFace(CullFaceBack);enable(gl.CULL_FACE);enable(gl.BLEND);setBlending(NormalBlending);}function initAttributes(){for(var i=0,l=newAttributes.length;i<l;i++){newAttributes[i]=0;}}function enableAttribute(attribute){newAttributes[attribute]=1;if(enabledAttributes[attribute]===0){gl.enableVertexAttribArray(attribute);enabledAttributes[attribute]=1;}if(attributeDivisors[attribute]!==0){var extension=extensions.get('ANGLE_instanced_arrays');extension.vertexAttribDivisorANGLE(attribute,0);attributeDivisors[attribute]=0;}}function enableAttributeAndDivisor(attribute,meshPerAttribute,extension){newAttributes[attribute]=1;if(enabledAttributes[attribute]===0){gl.enableVertexAttribArray(attribute);enabledAttributes[attribute]=1;}if(attributeDivisors[attribute]!==meshPerAttribute){extension.vertexAttribDivisorANGLE(attribute,meshPerAttribute);attributeDivisors[attribute]=meshPerAttribute;}}function disableUnusedAttributes(){for(var i=0,l=enabledAttributes.length;i!==l;++i){if(enabledAttributes[i]!==newAttributes[i]){gl.disableVertexAttribArray(i);enabledAttributes[i]=0;}}}function enable(id){if(capabilities[id]!==true){gl.enable(id);capabilities[id]=true;}}function disable(id){if(capabilities[id]!==false){gl.disable(id);capabilities[id]=false;}}function getCompressedTextureFormats(){if(compressedTextureFormats===null){compressedTextureFormats=[];if(extensions.get('WEBGL_compressed_texture_pvrtc')||extensions.get('WEBGL_compressed_texture_s3tc')||extensions.get('WEBGL_compressed_texture_etc1')){var formats=gl.getParameter(gl.COMPRESSED_TEXTURE_FORMATS);for(var i=0;i<formats.length;i++){compressedTextureFormats.push(formats[i]);}}}return compressedTextureFormats;}function setBlending(blending,blendEquation,blendSrc,blendDst,blendEquationAlpha,blendSrcAlpha,blendDstAlpha,premultipliedAlpha){if(blending!==NoBlending){enable(gl.BLEND);}else{disable(gl.BLEND);currentBlending=blending;// no blending, that is\nreturn;}if(blending!==currentBlending||premultipliedAlpha!==currentPremultipledAlpha){if(blending===AdditiveBlending){if(premultipliedAlpha){gl.blendEquationSeparate(gl.FUNC_ADD,gl.FUNC_ADD);gl.blendFuncSeparate(gl.ONE,gl.ONE,gl.ONE,gl.ONE);}else{gl.blendEquation(gl.FUNC_ADD);gl.blendFunc(gl.SRC_ALPHA,gl.ONE);}}else if(blending===SubtractiveBlending){if(premultipliedAlpha){gl.blendEquationSeparate(gl.FUNC_ADD,gl.FUNC_ADD);gl.blendFuncSeparate(gl.ZERO,gl.ZERO,gl.ONE_MINUS_SRC_COLOR,gl.ONE_MINUS_SRC_ALPHA);}else{gl.blendEquation(gl.FUNC_ADD);gl.blendFunc(gl.ZERO,gl.ONE_MINUS_SRC_COLOR);}}else if(blending===MultiplyBlending){if(premultipliedAlpha){gl.blendEquationSeparate(gl.FUNC_ADD,gl.FUNC_ADD);gl.blendFuncSeparate(gl.ZERO,gl.SRC_COLOR,gl.ZERO,gl.SRC_ALPHA);}else{gl.blendEquation(gl.FUNC_ADD);gl.blendFunc(gl.ZERO,gl.SRC_COLOR);}}else{if(premultipliedAlpha){gl.blendEquationSeparate(gl.FUNC_ADD,gl.FUNC_ADD);gl.blendFuncSeparate(gl.ONE,gl.ONE_MINUS_SRC_ALPHA,gl.ONE,gl.ONE_MINUS_SRC_ALPHA);}else{gl.blendEquationSeparate(gl.FUNC_ADD,gl.FUNC_ADD);gl.blendFuncSeparate(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA,gl.ONE,gl.ONE_MINUS_SRC_ALPHA);}}currentBlending=blending;currentPremultipledAlpha=premultipliedAlpha;}if(blending===CustomBlending){blendEquationAlpha=blendEquationAlpha||blendEquation;blendSrcAlpha=blendSrcAlpha||blendSrc;blendDstAlpha=blendDstAlpha||blendDst;if(blendEquation!==currentBlendEquation||blendEquationAlpha!==currentBlendEquationAlpha){gl.blendEquationSeparate(paramThreeToGL(blendEquation),paramThreeToGL(blendEquationAlpha));currentBlendEquation=blendEquation;currentBlendEquationAlpha=blendEquationAlpha;}if(blendSrc!==currentBlendSrc||blendDst!==currentBlendDst||blendSrcAlpha!==currentBlendSrcAlpha||blendDstAlpha!==currentBlendDstAlpha){gl.blendFuncSeparate(paramThreeToGL(blendSrc),paramThreeToGL(blendDst),paramThreeToGL(blendSrcAlpha),paramThreeToGL(blendDstAlpha));currentBlendSrc=blendSrc;currentBlendDst=blendDst;currentBlendSrcAlpha=blendSrcAlpha;currentBlendDstAlpha=blendDstAlpha;}}else{currentBlendEquation=null;currentBlendSrc=null;currentBlendDst=null;currentBlendEquationAlpha=null;currentBlendSrcAlpha=null;currentBlendDstAlpha=null;}}// TODO Deprecate\nfunction setColorWrite(colorWrite){colorBuffer.setMask(colorWrite);}function setDepthTest(depthTest){depthBuffer.setTest(depthTest);}function setDepthWrite(depthWrite){depthBuffer.setMask(depthWrite);}function setDepthFunc(depthFunc){depthBuffer.setFunc(depthFunc);}function setStencilTest(stencilTest){stencilBuffer.setTest(stencilTest);}function setStencilWrite(stencilWrite){stencilBuffer.setMask(stencilWrite);}function setStencilFunc(stencilFunc,stencilRef,stencilMask){stencilBuffer.setFunc(stencilFunc,stencilRef,stencilMask);}function setStencilOp(stencilFail,stencilZFail,stencilZPass){stencilBuffer.setOp(stencilFail,stencilZFail,stencilZPass);}//\nfunction setFlipSided(flipSided){if(currentFlipSided!==flipSided){if(flipSided){gl.frontFace(gl.CW);}else{gl.frontFace(gl.CCW);}currentFlipSided=flipSided;}}function setCullFace(cullFace){if(cullFace!==CullFaceNone){enable(gl.CULL_FACE);if(cullFace!==currentCullFace){if(cullFace===CullFaceBack){gl.cullFace(gl.BACK);}else if(cullFace===CullFaceFront){gl.cullFace(gl.FRONT);}else{gl.cullFace(gl.FRONT_AND_BACK);}}}else{disable(gl.CULL_FACE);}currentCullFace=cullFace;}function setLineWidth(width){if(width!==currentLineWidth){gl.lineWidth(width);currentLineWidth=width;}}function setPolygonOffset(polygonOffset,factor,units){if(polygonOffset){enable(gl.POLYGON_OFFSET_FILL);if(currentPolygonOffsetFactor!==factor||currentPolygonOffsetUnits!==units){gl.polygonOffset(factor,units);currentPolygonOffsetFactor=factor;currentPolygonOffsetUnits=units;}}else{disable(gl.POLYGON_OFFSET_FILL);}}function getScissorTest(){return currentScissorTest;}function setScissorTest(scissorTest){currentScissorTest=scissorTest;if(scissorTest){enable(gl.SCISSOR_TEST);}else{disable(gl.SCISSOR_TEST);}}// texture\nfunction activeTexture(webglSlot){if(webglSlot===undefined)webglSlot=gl.TEXTURE0+maxTextures-1;if(currentTextureSlot!==webglSlot){gl.activeTexture(webglSlot);currentTextureSlot=webglSlot;}}function bindTexture(webglType,webglTexture){if(currentTextureSlot===null){activeTexture();}var boundTexture=currentBoundTextures[currentTextureSlot];if(boundTexture===undefined){boundTexture={type:undefined,texture:undefined};currentBoundTextures[currentTextureSlot]=boundTexture;}if(boundTexture.type!==webglType||boundTexture.texture!==webglTexture){gl.bindTexture(webglType,webglTexture||emptyTextures[webglType]);boundTexture.type=webglType;boundTexture.texture=webglTexture;}}function compressedTexImage2D(){try{gl.compressedTexImage2D.apply(gl,arguments);}catch(error){console.error(error);}}function texImage2D(){try{gl.texImage2D.apply(gl,arguments);}catch(error){console.error(error);}}// TODO Deprecate\nfunction clearColor(r,g,b,a){colorBuffer.setClear(r,g,b,a);}function clearDepth(depth){depthBuffer.setClear(depth);}function clearStencil(stencil){stencilBuffer.setClear(stencil);}//\nfunction scissor(scissor){if(currentScissor.equals(scissor)===false){gl.scissor(scissor.x,scissor.y,scissor.z,scissor.w);currentScissor.copy(scissor);}}function viewport(viewport){if(currentViewport.equals(viewport)===false){gl.viewport(viewport.x,viewport.y,viewport.z,viewport.w);currentViewport.copy(viewport);}}//\nfunction reset(){for(var i=0;i<enabledAttributes.length;i++){if(enabledAttributes[i]===1){gl.disableVertexAttribArray(i);enabledAttributes[i]=0;}}capabilities={};compressedTextureFormats=null;currentTextureSlot=null;currentBoundTextures={};currentBlending=null;currentFlipSided=null;currentCullFace=null;colorBuffer.reset();depthBuffer.reset();stencilBuffer.reset();}return{buffers:{color:colorBuffer,depth:depthBuffer,stencil:stencilBuffer},init:init,initAttributes:initAttributes,enableAttribute:enableAttribute,enableAttributeAndDivisor:enableAttributeAndDivisor,disableUnusedAttributes:disableUnusedAttributes,enable:enable,disable:disable,getCompressedTextureFormats:getCompressedTextureFormats,setBlending:setBlending,setColorWrite:setColorWrite,setDepthTest:setDepthTest,setDepthWrite:setDepthWrite,setDepthFunc:setDepthFunc,setStencilTest:setStencilTest,setStencilWrite:setStencilWrite,setStencilFunc:setStencilFunc,setStencilOp:setStencilOp,setFlipSided:setFlipSided,setCullFace:setCullFace,setLineWidth:setLineWidth,setPolygonOffset:setPolygonOffset,getScissorTest:getScissorTest,setScissorTest:setScissorTest,activeTexture:activeTexture,bindTexture:bindTexture,compressedTexImage2D:compressedTexImage2D,texImage2D:texImage2D,clearColor:clearColor,clearDepth:clearDepth,clearStencil:clearStencil,scissor:scissor,viewport:viewport,reset:reset};}/**\n * @author mrdoob / http://mrdoob.com/\n */function WebGLCapabilities(gl,extensions,parameters){var maxAnisotropy;function getMaxAnisotropy(){if(maxAnisotropy!==undefined)return maxAnisotropy;var extension=extensions.get('EXT_texture_filter_anisotropic');if(extension!==null){maxAnisotropy=gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);}else{maxAnisotropy=0;}return maxAnisotropy;}function getMaxPrecision(precision){if(precision==='highp'){if(gl.getShaderPrecisionFormat(gl.VERTEX_SHADER,gl.HIGH_FLOAT).precision>0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.HIGH_FLOAT).precision>0){return'highp';}precision='mediump';}if(precision==='mediump'){if(gl.getShaderPrecisionFormat(gl.VERTEX_SHADER,gl.MEDIUM_FLOAT).precision>0&&gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER,gl.MEDIUM_FLOAT).precision>0){return'mediump';}}return'lowp';}var precision=parameters.precision!==undefined?parameters.precision:'highp';var maxPrecision=getMaxPrecision(precision);if(maxPrecision!==precision){console.warn('THREE.WebGLRenderer:',precision,'not supported, using',maxPrecision,'instead.');precision=maxPrecision;}var logarithmicDepthBuffer=parameters.logarithmicDepthBuffer===true&&!!extensions.get('EXT_frag_depth');var maxTextures=gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);var maxVertexTextures=gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);var maxTextureSize=gl.getParameter(gl.MAX_TEXTURE_SIZE);var maxCubemapSize=gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);var maxAttributes=gl.getParameter(gl.MAX_VERTEX_ATTRIBS);var maxVertexUniforms=gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);var maxVaryings=gl.getParameter(gl.MAX_VARYING_VECTORS);var maxFragmentUniforms=gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);var vertexTextures=maxVertexTextures>0;var floatFragmentTextures=!!extensions.get('OES_texture_float');var floatVertexTextures=vertexTextures&&floatFragmentTextures;return{getMaxAnisotropy:getMaxAnisotropy,getMaxPrecision:getMaxPrecision,precision:precision,logarithmicDepthBuffer:logarithmicDepthBuffer,maxTextures:maxTextures,maxVertexTextures:maxVertexTextures,maxTextureSize:maxTextureSize,maxCubemapSize:maxCubemapSize,maxAttributes:maxAttributes,maxVertexUniforms:maxVertexUniforms,maxVaryings:maxVaryings,maxFragmentUniforms:maxFragmentUniforms,vertexTextures:vertexTextures,floatFragmentTextures:floatFragmentTextures,floatVertexTextures:floatVertexTextures};}/**\n * @author mrdoob / http://mrdoob.com/\n */function WebGLExtensions(gl){var extensions={};return{get:function get(name){if(extensions[name]!==undefined){return extensions[name];}var extension;switch(name){case'WEBGL_depth_texture':extension=gl.getExtension('WEBGL_depth_texture')||gl.getExtension('MOZ_WEBGL_depth_texture')||gl.getExtension('WEBKIT_WEBGL_depth_texture');break;case'EXT_texture_filter_anisotropic':extension=gl.getExtension('EXT_texture_filter_anisotropic')||gl.getExtension('MOZ_EXT_texture_filter_anisotropic')||gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');break;case'WEBGL_compressed_texture_s3tc':extension=gl.getExtension('WEBGL_compressed_texture_s3tc')||gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc')||gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');break;case'WEBGL_compressed_texture_pvrtc':extension=gl.getExtension('WEBGL_compressed_texture_pvrtc')||gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');break;case'WEBGL_compressed_texture_etc1':extension=gl.getExtension('WEBGL_compressed_texture_etc1');break;default:extension=gl.getExtension(name);}if(extension===null){console.warn('THREE.WebGLRenderer: '+name+' extension not supported.');}extensions[name]=extension;return extension;}};}function WebGLClipping(){var scope=this,globalState=null,numGlobalPlanes=0,localClippingEnabled=false,renderingShadows=false,plane=new Plane(),viewNormalMatrix=new Matrix3(),uniform={value:null,needsUpdate:false};this.uniform=uniform;this.numPlanes=0;this.init=function(planes,enableLocalClipping,camera){var enabled=planes.length!==0||enableLocalClipping||// enable state of previous frame - the clipping code has to\n// run another frame in order to reset the state:\nnumGlobalPlanes!==0||localClippingEnabled;localClippingEnabled=enableLocalClipping;globalState=projectPlanes(planes,camera,0);numGlobalPlanes=planes.length;return enabled;};this.beginShadows=function(){renderingShadows=true;projectPlanes(null);};this.endShadows=function(){renderingShadows=false;resetGlobalState();};this.setState=function(planes,clipShadows,camera,cache,fromCache){if(!localClippingEnabled||planes===null||planes.length===0||renderingShadows&&!clipShadows){// there's no local clipping\nif(renderingShadows){// there's no global clipping\nprojectPlanes(null);}else{resetGlobalState();}}else{var nGlobal=renderingShadows?0:numGlobalPlanes,lGlobal=nGlobal*4,dstArray=cache.clippingState||null;uniform.value=dstArray;// ensure unique state\ndstArray=projectPlanes(planes,camera,lGlobal,fromCache);for(var i=0;i!==lGlobal;++i){dstArray[i]=globalState[i];}cache.clippingState=dstArray;this.numPlanes+=nGlobal;}};function resetGlobalState(){if(uniform.value!==globalState){uniform.value=globalState;uniform.needsUpdate=numGlobalPlanes>0;}scope.numPlanes=numGlobalPlanes;}function projectPlanes(planes,camera,dstOffset,skipTransform){var nPlanes=planes!==null?planes.length:0,dstArray=null;if(nPlanes!==0){dstArray=uniform.value;if(skipTransform!==true||dstArray===null){var flatSize=dstOffset+nPlanes*4,viewMatrix=camera.matrixWorldInverse;viewNormalMatrix.getNormalMatrix(viewMatrix);if(dstArray===null||dstArray.length<flatSize){dstArray=new Float32Array(flatSize);}for(var i=0,i4=dstOffset;i!==nPlanes;++i,i4+=4){plane.copy(planes[i]).applyMatrix4(viewMatrix,viewNormalMatrix);plane.normal.toArray(dstArray,i4);dstArray[i4+3]=plane.constant;}}uniform.value=dstArray;uniform.needsUpdate=true;}scope.numPlanes=nPlanes;return dstArray;}}/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n * @author tschw\n */function WebGLRenderer(parameters){console.log('THREE.WebGLRenderer',REVISION);parameters=parameters||{};var _canvas=parameters.canvas!==undefined?parameters.canvas:document.createElementNS('http://www.w3.org/1999/xhtml','canvas'),_context=parameters.context!==undefined?parameters.context:null,_alpha=parameters.alpha!==undefined?parameters.alpha:false,_depth=parameters.depth!==undefined?parameters.depth:true,_stencil=parameters.stencil!==undefined?parameters.stencil:true,_antialias=parameters.antialias!==undefined?parameters.antialias:false,_premultipliedAlpha=parameters.premultipliedAlpha!==undefined?parameters.premultipliedAlpha:true,_preserveDrawingBuffer=parameters.preserveDrawingBuffer!==undefined?parameters.preserveDrawingBuffer:false;var lights=[];var opaqueObjects=[];var opaqueObjectsLastIndex=-1;var transparentObjects=[];var transparentObjectsLastIndex=-1;var morphInfluences=new Float32Array(8);var sprites=[];var lensFlares=[];// public properties\nthis.domElement=_canvas;this.context=null;// clearing\nthis.autoClear=true;this.autoClearColor=true;this.autoClearDepth=true;this.autoClearStencil=true;// scene graph\nthis.sortObjects=true;// user-defined clipping\nthis.clippingPlanes=[];this.localClippingEnabled=false;// physically based shading\nthis.gammaFactor=2.0;// for backwards compatibility\nthis.gammaInput=false;this.gammaOutput=false;// physical lights\nthis.physicallyCorrectLights=false;// tone mapping\nthis.toneMapping=LinearToneMapping;this.toneMappingExposure=1.0;this.toneMappingWhitePoint=1.0;// morphs\nthis.maxMorphTargets=8;this.maxMorphNormals=4;// internal properties\nvar _this=this,// internal state cache\n_currentProgram=null,_currentRenderTarget=null,_currentFramebuffer=null,_currentMaterialId=-1,_currentGeometryProgram='',_currentCamera=null,_currentScissor=new Vector4(),_currentScissorTest=null,_currentViewport=new Vector4(),//\n_usedTextureUnits=0,//\n_clearColor=new Color(0x000000),_clearAlpha=0,_width=_canvas.width,_height=_canvas.height,_pixelRatio=1,_scissor=new Vector4(0,0,_width,_height),_scissorTest=false,_viewport=new Vector4(0,0,_width,_height),// frustum\n_frustum=new Frustum(),// clipping\n_clipping=new WebGLClipping(),_clippingEnabled=false,_localClippingEnabled=false,_sphere=new Sphere(),// camera matrices cache\n_projScreenMatrix=new Matrix4(),_vector3=new Vector3(),// light arrays cache\n_lights={hash:'',ambient:[0,0,0],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],shadows:[]},// info\n_infoRender={calls:0,vertices:0,faces:0,points:0};this.info={render:_infoRender,memory:{geometries:0,textures:0},programs:null};// initialize\nvar _gl;try{var attributes={alpha:_alpha,depth:_depth,stencil:_stencil,antialias:_antialias,premultipliedAlpha:_premultipliedAlpha,preserveDrawingBuffer:_preserveDrawingBuffer};_gl=_context||_canvas.getContext('webgl',attributes)||_canvas.getContext('experimental-webgl',attributes);if(_gl===null){if(_canvas.getContext('webgl')!==null){throw'Error creating WebGL context with your selected attributes.';}else{throw'Error creating WebGL context.';}}// Some experimental-webgl implementations do not have getShaderPrecisionFormat\nif(_gl.getShaderPrecisionFormat===undefined){_gl.getShaderPrecisionFormat=function(){return{'rangeMin':1,'rangeMax':1,'precision':1};};}_canvas.addEventListener('webglcontextlost',onContextLost,false);}catch(error){console.error('THREE.WebGLRenderer: '+error);}var extensions=new WebGLExtensions(_gl);extensions.get('WEBGL_depth_texture');extensions.get('OES_texture_float');extensions.get('OES_texture_float_linear');extensions.get('OES_texture_half_float');extensions.get('OES_texture_half_float_linear');extensions.get('OES_standard_derivatives');extensions.get('ANGLE_instanced_arrays');if(extensions.get('OES_element_index_uint')){BufferGeometry.MaxIndex=4294967296;}var capabilities=new WebGLCapabilities(_gl,extensions,parameters);var state=new WebGLState(_gl,extensions,paramThreeToGL);var properties=new WebGLProperties();var textures=new WebGLTextures(_gl,extensions,state,properties,capabilities,paramThreeToGL,this.info);var objects=new WebGLObjects(_gl,properties,this.info);var programCache=new WebGLPrograms(this,capabilities);var lightCache=new WebGLLights();this.info.programs=programCache.programs;var bufferRenderer=new WebGLBufferRenderer(_gl,extensions,_infoRender);var indexedBufferRenderer=new WebGLIndexedBufferRenderer(_gl,extensions,_infoRender);//\nvar backgroundCamera=new OrthographicCamera(-1,1,1,-1,0,1);var backgroundCamera2=new PerspectiveCamera();var backgroundPlaneMesh=new Mesh(new PlaneBufferGeometry(2,2),new MeshBasicMaterial({depthTest:false,depthWrite:false,fog:false}));var backgroundBoxShader=ShaderLib['cube'];var backgroundBoxMesh=new Mesh(new BoxBufferGeometry(5,5,5),new ShaderMaterial({uniforms:backgroundBoxShader.uniforms,vertexShader:backgroundBoxShader.vertexShader,fragmentShader:backgroundBoxShader.fragmentShader,side:BackSide,depthTest:false,depthWrite:false,fog:false}));//\nfunction getTargetPixelRatio(){return _currentRenderTarget===null?_pixelRatio:1;}function glClearColor(r,g,b,a){if(_premultipliedAlpha===true){r*=a;g*=a;b*=a;}state.clearColor(r,g,b,a);}function setDefaultGLState(){state.init();state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio));state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio));glClearColor(_clearColor.r,_clearColor.g,_clearColor.b,_clearAlpha);}function resetGLState(){_currentProgram=null;_currentCamera=null;_currentGeometryProgram='';_currentMaterialId=-1;state.reset();}setDefaultGLState();this.context=_gl;this.capabilities=capabilities;this.extensions=extensions;this.properties=properties;this.state=state;// shadow map\nvar shadowMap=new WebGLShadowMap(this,_lights,objects,capabilities);this.shadowMap=shadowMap;// Plugins\nvar spritePlugin=new SpritePlugin(this,sprites);var lensFlarePlugin=new LensFlarePlugin(this,lensFlares);// API\nthis.getContext=function(){return _gl;};this.getContextAttributes=function(){return _gl.getContextAttributes();};this.forceContextLoss=function(){extensions.get('WEBGL_lose_context').loseContext();};this.getMaxAnisotropy=function(){return capabilities.getMaxAnisotropy();};this.getPrecision=function(){return capabilities.precision;};this.getPixelRatio=function(){return _pixelRatio;};this.setPixelRatio=function(value){if(value===undefined)return;_pixelRatio=value;this.setSize(_viewport.z,_viewport.w,false);};this.getSize=function(){return{width:_width,height:_height};};this.setSize=function(width,height,updateStyle){_width=width;_height=height;_canvas.width=width*_pixelRatio;_canvas.height=height*_pixelRatio;if(updateStyle!==false){_canvas.style.width=width+'px';_canvas.style.height=height+'px';}this.setViewport(0,0,width,height);};this.setViewport=function(x,y,width,height){state.viewport(_viewport.set(x,y,width,height));};this.setScissor=function(x,y,width,height){state.scissor(_scissor.set(x,y,width,height));};this.setScissorTest=function(boolean){state.setScissorTest(_scissorTest=boolean);};// Clearing\nthis.getClearColor=function(){return _clearColor;};this.setClearColor=function(color,alpha){_clearColor.set(color);_clearAlpha=alpha!==undefined?alpha:1;glClearColor(_clearColor.r,_clearColor.g,_clearColor.b,_clearAlpha);};this.getClearAlpha=function(){return _clearAlpha;};this.setClearAlpha=function(alpha){_clearAlpha=alpha;glClearColor(_clearColor.r,_clearColor.g,_clearColor.b,_clearAlpha);};this.clear=function(color,depth,stencil){var bits=0;if(color===undefined||color)bits|=_gl.COLOR_BUFFER_BIT;if(depth===undefined||depth)bits|=_gl.DEPTH_BUFFER_BIT;if(stencil===undefined||stencil)bits|=_gl.STENCIL_BUFFER_BIT;_gl.clear(bits);};this.clearColor=function(){this.clear(true,false,false);};this.clearDepth=function(){this.clear(false,true,false);};this.clearStencil=function(){this.clear(false,false,true);};this.clearTarget=function(renderTarget,color,depth,stencil){this.setRenderTarget(renderTarget);this.clear(color,depth,stencil);};// Reset\nthis.resetGLState=resetGLState;this.dispose=function(){transparentObjects=[];transparentObjectsLastIndex=-1;opaqueObjects=[];opaqueObjectsLastIndex=-1;_canvas.removeEventListener('webglcontextlost',onContextLost,false);};// Events\nfunction onContextLost(event){event.preventDefault();resetGLState();setDefaultGLState();properties.clear();}function onMaterialDispose(event){var material=event.target;material.removeEventListener('dispose',onMaterialDispose);deallocateMaterial(material);}// Buffer deallocation\nfunction deallocateMaterial(material){releaseMaterialProgramReference(material);properties.delete(material);}function releaseMaterialProgramReference(material){var programInfo=properties.get(material).program;material.program=undefined;if(programInfo!==undefined){programCache.releaseProgram(programInfo);}}// Buffer rendering\nthis.renderBufferImmediate=function(object,program,material){state.initAttributes();var buffers=properties.get(object);if(object.hasPositions&&!buffers.position)buffers.position=_gl.createBuffer();if(object.hasNormals&&!buffers.normal)buffers.normal=_gl.createBuffer();if(object.hasUvs&&!buffers.uv)buffers.uv=_gl.createBuffer();if(object.hasColors&&!buffers.color)buffers.color=_gl.createBuffer();var attributes=program.getAttributes();if(object.hasPositions){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.position);_gl.bufferData(_gl.ARRAY_BUFFER,object.positionArray,_gl.DYNAMIC_DRAW);state.enableAttribute(attributes.position);_gl.vertexAttribPointer(attributes.position,3,_gl.FLOAT,false,0,0);}if(object.hasNormals){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.normal);if(!material.isMeshPhongMaterial&&!material.isMeshStandardMaterial&&material.shading===FlatShading){for(var i=0,l=object.count*3;i<l;i+=9){var array=object.normalArray;var nx=(array[i+0]+array[i+3]+array[i+6])/3;var ny=(array[i+1]+array[i+4]+array[i+7])/3;var nz=(array[i+2]+array[i+5]+array[i+8])/3;array[i+0]=nx;array[i+1]=ny;array[i+2]=nz;array[i+3]=nx;array[i+4]=ny;array[i+5]=nz;array[i+6]=nx;array[i+7]=ny;array[i+8]=nz;}}_gl.bufferData(_gl.ARRAY_BUFFER,object.normalArray,_gl.DYNAMIC_DRAW);state.enableAttribute(attributes.normal);_gl.vertexAttribPointer(attributes.normal,3,_gl.FLOAT,false,0,0);}if(object.hasUvs&&material.map){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.uv);_gl.bufferData(_gl.ARRAY_BUFFER,object.uvArray,_gl.DYNAMIC_DRAW);state.enableAttribute(attributes.uv);_gl.vertexAttribPointer(attributes.uv,2,_gl.FLOAT,false,0,0);}if(object.hasColors&&material.vertexColors!==NoColors){_gl.bindBuffer(_gl.ARRAY_BUFFER,buffers.color);_gl.bufferData(_gl.ARRAY_BUFFER,object.colorArray,_gl.DYNAMIC_DRAW);state.enableAttribute(attributes.color);_gl.vertexAttribPointer(attributes.color,3,_gl.FLOAT,false,0,0);}state.disableUnusedAttributes();_gl.drawArrays(_gl.TRIANGLES,0,object.count);object.count=0;};this.renderBufferDirect=function(camera,fog,geometry,material,object,group){setMaterial(material);var program=setProgram(camera,fog,material,object);var updateBuffers=false;var geometryProgram=geometry.id+'_'+program.id+'_'+material.wireframe;if(geometryProgram!==_currentGeometryProgram){_currentGeometryProgram=geometryProgram;updateBuffers=true;}// morph targets\nvar morphTargetInfluences=object.morphTargetInfluences;if(morphTargetInfluences!==undefined){var activeInfluences=[];for(var i=0,l=morphTargetInfluences.length;i<l;i++){var influence=morphTargetInfluences[i];activeInfluences.push([influence,i]);}activeInfluences.sort(absNumericalSort);if(activeInfluences.length>8){activeInfluences.length=8;}var morphAttributes=geometry.morphAttributes;for(var i=0,l=activeInfluences.length;i<l;i++){var influence=activeInfluences[i];morphInfluences[i]=influence[0];if(influence[0]!==0){var index=influence[1];if(material.morphTargets===true&&morphAttributes.position)geometry.addAttribute('morphTarget'+i,morphAttributes.position[index]);if(material.morphNormals===true&&morphAttributes.normal)geometry.addAttribute('morphNormal'+i,morphAttributes.normal[index]);}else{if(material.morphTargets===true)geometry.removeAttribute('morphTarget'+i);if(material.morphNormals===true)geometry.removeAttribute('morphNormal'+i);}}for(var i=activeInfluences.length,il=morphInfluences.length;i<il;i++){morphInfluences[i]=0.0;}program.getUniforms().setValue(_gl,'morphTargetInfluences',morphInfluences);updateBuffers=true;}//\nvar index=geometry.index;var position=geometry.attributes.position;var rangeFactor=1;if(material.wireframe===true){index=objects.getWireframeAttribute(geometry);rangeFactor=2;}var renderer;if(index!==null){renderer=indexedBufferRenderer;renderer.setIndex(index);}else{renderer=bufferRenderer;}if(updateBuffers){setupVertexAttributes(material,program,geometry);if(index!==null){_gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER,objects.getAttributeBuffer(index));}}//\nvar dataCount=0;if(index!==null){dataCount=index.count;}else if(position!==undefined){dataCount=position.count;}var rangeStart=geometry.drawRange.start*rangeFactor;var rangeCount=geometry.drawRange.count*rangeFactor;var groupStart=group!==null?group.start*rangeFactor:0;var groupCount=group!==null?group.count*rangeFactor:Infinity;var drawStart=Math.max(rangeStart,groupStart);var drawEnd=Math.min(dataCount,rangeStart+rangeCount,groupStart+groupCount)-1;var drawCount=Math.max(0,drawEnd-drawStart+1);if(drawCount===0)return;//\nif(object.isMesh){if(material.wireframe===true){state.setLineWidth(material.wireframeLinewidth*getTargetPixelRatio());renderer.setMode(_gl.LINES);}else{switch(object.drawMode){case TrianglesDrawMode:renderer.setMode(_gl.TRIANGLES);break;case TriangleStripDrawMode:renderer.setMode(_gl.TRIANGLE_STRIP);break;case TriangleFanDrawMode:renderer.setMode(_gl.TRIANGLE_FAN);break;}}}else if(object.isLine){var lineWidth=material.linewidth;if(lineWidth===undefined)lineWidth=1;// Not using Line*Material\nstate.setLineWidth(lineWidth*getTargetPixelRatio());if(object.isLineSegments){renderer.setMode(_gl.LINES);}else{renderer.setMode(_gl.LINE_STRIP);}}else if(object.isPoints){renderer.setMode(_gl.POINTS);}if(geometry&&geometry.isInstancedBufferGeometry){if(geometry.maxInstancedCount>0){renderer.renderInstances(geometry,drawStart,drawCount);}}else{renderer.render(drawStart,drawCount);}};function setupVertexAttributes(material,program,geometry,startIndex){var extension;if(geometry&&geometry.isInstancedBufferGeometry){extension=extensions.get('ANGLE_instanced_arrays');if(extension===null){console.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');return;}}if(startIndex===undefined)startIndex=0;state.initAttributes();var geometryAttributes=geometry.attributes;var programAttributes=program.getAttributes();var materialDefaultAttributeValues=material.defaultAttributeValues;for(var name in programAttributes){var programAttribute=programAttributes[name];if(programAttribute>=0){var geometryAttribute=geometryAttributes[name];if(geometryAttribute!==undefined){var type=_gl.FLOAT;var array=geometryAttribute.array;var normalized=geometryAttribute.normalized;if(array instanceof Float32Array){type=_gl.FLOAT;}else if(array instanceof Float64Array){console.warn(\"Unsupported data buffer format: Float64Array\");}else if(array instanceof Uint16Array){type=_gl.UNSIGNED_SHORT;}else if(array instanceof Int16Array){type=_gl.SHORT;}else if(array instanceof Uint32Array){type=_gl.UNSIGNED_INT;}else if(array instanceof Int32Array){type=_gl.INT;}else if(array instanceof Int8Array){type=_gl.BYTE;}else if(array instanceof Uint8Array){type=_gl.UNSIGNED_BYTE;}var size=geometryAttribute.itemSize;var buffer=objects.getAttributeBuffer(geometryAttribute);if(geometryAttribute&&geometryAttribute.isInterleavedBufferAttribute){var data=geometryAttribute.data;var stride=data.stride;var offset=geometryAttribute.offset;if(data&&data.isInstancedInterleavedBuffer){state.enableAttributeAndDivisor(programAttribute,data.meshPerAttribute,extension);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=data.meshPerAttribute*data.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(_gl.ARRAY_BUFFER,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,stride*data.array.BYTES_PER_ELEMENT,(startIndex*stride+offset)*data.array.BYTES_PER_ELEMENT);}else{if(geometryAttribute&&geometryAttribute.isInstancedBufferAttribute){state.enableAttributeAndDivisor(programAttribute,geometryAttribute.meshPerAttribute,extension);if(geometry.maxInstancedCount===undefined){geometry.maxInstancedCount=geometryAttribute.meshPerAttribute*geometryAttribute.count;}}else{state.enableAttribute(programAttribute);}_gl.bindBuffer(_gl.ARRAY_BUFFER,buffer);_gl.vertexAttribPointer(programAttribute,size,type,normalized,0,startIndex*size*geometryAttribute.array.BYTES_PER_ELEMENT);}}else if(materialDefaultAttributeValues!==undefined){var value=materialDefaultAttributeValues[name];if(value!==undefined){switch(value.length){case 2:_gl.vertexAttrib2fv(programAttribute,value);break;case 3:_gl.vertexAttrib3fv(programAttribute,value);break;case 4:_gl.vertexAttrib4fv(programAttribute,value);break;default:_gl.vertexAttrib1fv(programAttribute,value);}}}}}state.disableUnusedAttributes();}// Sorting\nfunction absNumericalSort(a,b){return Math.abs(b[0])-Math.abs(a[0]);}function painterSortStable(a,b){if(a.object.renderOrder!==b.object.renderOrder){return a.object.renderOrder-b.object.renderOrder;}else if(a.material.program&&b.material.program&&a.material.program!==b.material.program){return a.material.program.id-b.material.program.id;}else if(a.material.id!==b.material.id){return a.material.id-b.material.id;}else if(a.z!==b.z){return a.z-b.z;}else{return a.id-b.id;}}function reversePainterSortStable(a,b){if(a.object.renderOrder!==b.object.renderOrder){return a.object.renderOrder-b.object.renderOrder;}if(a.z!==b.z){return b.z-a.z;}else{return a.id-b.id;}}// Rendering\nthis.render=function(scene,camera,renderTarget,forceClear){if(camera!==undefined&&camera.isCamera!==true){console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');return;}var fog=scene.fog;// reset caching for this frame\n_currentGeometryProgram='';_currentMaterialId=-1;_currentCamera=null;// update scene graph\nif(scene.autoUpdate===true)scene.updateMatrixWorld();// update camera matrices and frustum\nif(camera.parent===null)camera.updateMatrixWorld();camera.matrixWorldInverse.getInverse(camera.matrixWorld);_projScreenMatrix.multiplyMatrices(camera.projectionMatrix,camera.matrixWorldInverse);_frustum.setFromMatrix(_projScreenMatrix);lights.length=0;opaqueObjectsLastIndex=-1;transparentObjectsLastIndex=-1;sprites.length=0;lensFlares.length=0;_localClippingEnabled=this.localClippingEnabled;_clippingEnabled=_clipping.init(this.clippingPlanes,_localClippingEnabled,camera);projectObject(scene,camera);opaqueObjects.length=opaqueObjectsLastIndex+1;transparentObjects.length=transparentObjectsLastIndex+1;if(_this.sortObjects===true){opaqueObjects.sort(painterSortStable);transparentObjects.sort(reversePainterSortStable);}//\nif(_clippingEnabled)_clipping.beginShadows();setupShadows(lights);shadowMap.render(scene,camera);setupLights(lights,camera);if(_clippingEnabled)_clipping.endShadows();//\n_infoRender.calls=0;_infoRender.vertices=0;_infoRender.faces=0;_infoRender.points=0;if(renderTarget===undefined){renderTarget=null;}this.setRenderTarget(renderTarget);//\nvar background=scene.background;if(background===null){glClearColor(_clearColor.r,_clearColor.g,_clearColor.b,_clearAlpha);}else if(background&&background.isColor){glClearColor(background.r,background.g,background.b,1);forceClear=true;}if(this.autoClear||forceClear){this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);}if(background&&background.isCubeTexture){backgroundCamera2.projectionMatrix.copy(camera.projectionMatrix);backgroundCamera2.matrixWorld.extractRotation(camera.matrixWorld);backgroundCamera2.matrixWorldInverse.getInverse(backgroundCamera2.matrixWorld);backgroundBoxMesh.material.uniforms[\"tCube\"].value=background;backgroundBoxMesh.modelViewMatrix.multiplyMatrices(backgroundCamera2.matrixWorldInverse,backgroundBoxMesh.matrixWorld);objects.update(backgroundBoxMesh);_this.renderBufferDirect(backgroundCamera2,null,backgroundBoxMesh.geometry,backgroundBoxMesh.material,backgroundBoxMesh,null);}else if(background&&background.isTexture){backgroundPlaneMesh.material.map=background;objects.update(backgroundPlaneMesh);_this.renderBufferDirect(backgroundCamera,null,backgroundPlaneMesh.geometry,backgroundPlaneMesh.material,backgroundPlaneMesh,null);}//\nif(scene.overrideMaterial){var overrideMaterial=scene.overrideMaterial;renderObjects(opaqueObjects,camera,fog,overrideMaterial);renderObjects(transparentObjects,camera,fog,overrideMaterial);}else{// opaque pass (front-to-back order)\nstate.setBlending(NoBlending);renderObjects(opaqueObjects,camera,fog);// transparent pass (back-to-front order)\nrenderObjects(transparentObjects,camera,fog);}// custom render plugins (post pass)\nspritePlugin.render(scene,camera);lensFlarePlugin.render(scene,camera,_currentViewport);// Generate mipmap if we're using any kind of mipmap filtering\nif(renderTarget){textures.updateRenderTargetMipmap(renderTarget);}// Ensure depth buffer writing is enabled so it can be cleared on next render\nstate.setDepthTest(true);state.setDepthWrite(true);state.setColorWrite(true);// _gl.finish();\n};function pushRenderItem(object,geometry,material,z,group){var array,index;// allocate the next position in the appropriate array\nif(material.transparent){array=transparentObjects;index=++transparentObjectsLastIndex;}else{array=opaqueObjects;index=++opaqueObjectsLastIndex;}// recycle existing render item or grow the array\nvar renderItem=array[index];if(renderItem!==undefined){renderItem.id=object.id;renderItem.object=object;renderItem.geometry=geometry;renderItem.material=material;renderItem.z=_vector3.z;renderItem.group=group;}else{renderItem={id:object.id,object:object,geometry:geometry,material:material,z:_vector3.z,group:group};// assert( index === array.length );\narray.push(renderItem);}}// TODO Duplicated code (Frustum)\nfunction isObjectViewable(object){var geometry=object.geometry;if(geometry.boundingSphere===null)geometry.computeBoundingSphere();_sphere.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);return isSphereViewable(_sphere);}function isSpriteViewable(sprite){_sphere.center.set(0,0,0);_sphere.radius=0.7071067811865476;_sphere.applyMatrix4(sprite.matrixWorld);return isSphereViewable(_sphere);}function isSphereViewable(sphere){if(!_frustum.intersectsSphere(sphere))return false;var numPlanes=_clipping.numPlanes;if(numPlanes===0)return true;var planes=_this.clippingPlanes,center=sphere.center,negRad=-sphere.radius,i=0;do{// out when deeper than radius in the negative halfspace\nif(planes[i].distanceToPoint(center)<negRad)return false;}while(++i!==numPlanes);return true;}function projectObject(object,camera){if(object.visible===false)return;var visible=(object.layers.mask&camera.layers.mask)!==0;if(visible){if(object.isLight){lights.push(object);}else if(object.isSprite){if(object.frustumCulled===false||isSpriteViewable(object)===true){sprites.push(object);}}else if(object.isLensFlare){lensFlares.push(object);}else if(object.isImmediateRenderObject){if(_this.sortObjects===true){_vector3.setFromMatrixPosition(object.matrixWorld);_vector3.applyProjection(_projScreenMatrix);}pushRenderItem(object,null,object.material,_vector3.z,null);}else if(object.isMesh||object.isLine||object.isPoints){if(object.isSkinnedMesh){object.skeleton.update();}if(object.frustumCulled===false||isObjectViewable(object)===true){var material=object.material;if(material.visible===true){if(_this.sortObjects===true){_vector3.setFromMatrixPosition(object.matrixWorld);_vector3.applyProjection(_projScreenMatrix);}var geometry=objects.update(object);if(material.isMultiMaterial){var groups=geometry.groups;var materials=material.materials;for(var i=0,l=groups.length;i<l;i++){var group=groups[i];var groupMaterial=materials[group.materialIndex];if(groupMaterial.visible===true){pushRenderItem(object,geometry,groupMaterial,_vector3.z,group);}}}else{pushRenderItem(object,geometry,material,_vector3.z,null);}}}}}var children=object.children;for(var i=0,l=children.length;i<l;i++){projectObject(children[i],camera);}}function renderObjects(renderList,camera,fog,overrideMaterial){for(var i=0,l=renderList.length;i<l;i++){var renderItem=renderList[i];var object=renderItem.object;var geometry=renderItem.geometry;var material=overrideMaterial===undefined?renderItem.material:overrideMaterial;var group=renderItem.group;object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse,object.matrixWorld);object.normalMatrix.getNormalMatrix(object.modelViewMatrix);if(object.isImmediateRenderObject){setMaterial(material);var program=setProgram(camera,fog,material,object);_currentGeometryProgram='';object.render(function(object){_this.renderBufferImmediate(object,program,material);});}else{if(object.onBeforeRender!==null)object.onBeforeRender();_this.renderBufferDirect(camera,fog,geometry,material,object,group);}}}function initMaterial(material,fog,object){var materialProperties=properties.get(material);var parameters=programCache.getParameters(material,_lights,fog,_clipping.numPlanes,object);var code=programCache.getProgramCode(material,parameters);var program=materialProperties.program;var programChange=true;if(program===undefined){// new material\nmaterial.addEventListener('dispose',onMaterialDispose);}else if(program.code!==code){// changed glsl or parameters\nreleaseMaterialProgramReference(material);}else if(parameters.shaderID!==undefined){// same glsl and uniform list\nreturn;}else{// only rebuild uniform list\nprogramChange=false;}if(programChange){if(parameters.shaderID){var shader=ShaderLib[parameters.shaderID];materialProperties.__webglShader={name:material.type,uniforms:exports.UniformsUtils.clone(shader.uniforms),vertexShader:shader.vertexShader,fragmentShader:shader.fragmentShader};}else{materialProperties.__webglShader={name:material.type,uniforms:material.uniforms,vertexShader:material.vertexShader,fragmentShader:material.fragmentShader};}material.__webglShader=materialProperties.__webglShader;program=programCache.acquireProgram(material,parameters,code);materialProperties.program=program;material.program=program;}var attributes=program.getAttributes();if(material.morphTargets){material.numSupportedMorphTargets=0;for(var i=0;i<_this.maxMorphTargets;i++){if(attributes['morphTarget'+i]>=0){material.numSupportedMorphTargets++;}}}if(material.morphNormals){material.numSupportedMorphNormals=0;for(var i=0;i<_this.maxMorphNormals;i++){if(attributes['morphNormal'+i]>=0){material.numSupportedMorphNormals++;}}}var uniforms=materialProperties.__webglShader.uniforms;if(!material.isShaderMaterial&&!material.isRawShaderMaterial||material.clipping===true){materialProperties.numClippingPlanes=_clipping.numPlanes;uniforms.clippingPlanes=_clipping.uniform;}materialProperties.fog=fog;// store the light setup it was created for\nmaterialProperties.lightsHash=_lights.hash;if(material.lights){// wire up the material to this renderer's lighting state\nuniforms.ambientLightColor.value=_lights.ambient;uniforms.directionalLights.value=_lights.directional;uniforms.spotLights.value=_lights.spot;uniforms.pointLights.value=_lights.point;uniforms.hemisphereLights.value=_lights.hemi;uniforms.directionalShadowMap.value=_lights.directionalShadowMap;uniforms.directionalShadowMatrix.value=_lights.directionalShadowMatrix;uniforms.spotShadowMap.value=_lights.spotShadowMap;uniforms.spotShadowMatrix.value=_lights.spotShadowMatrix;uniforms.pointShadowMap.value=_lights.pointShadowMap;uniforms.pointShadowMatrix.value=_lights.pointShadowMatrix;}var progUniforms=materialProperties.program.getUniforms(),uniformsList=WebGLUniforms.seqWithValue(progUniforms.seq,uniforms);materialProperties.uniformsList=uniformsList;materialProperties.dynamicUniforms=WebGLUniforms.splitDynamic(uniformsList,uniforms);}function setMaterial(material){material.side===DoubleSide?state.disable(_gl.CULL_FACE):state.enable(_gl.CULL_FACE);state.setFlipSided(material.side===BackSide);material.transparent===true?state.setBlending(material.blending,material.blendEquation,material.blendSrc,material.blendDst,material.blendEquationAlpha,material.blendSrcAlpha,material.blendDstAlpha,material.premultipliedAlpha):state.setBlending(NoBlending);state.setDepthFunc(material.depthFunc);state.setDepthTest(material.depthTest);state.setDepthWrite(material.depthWrite);state.setColorWrite(material.colorWrite);state.setPolygonOffset(material.polygonOffset,material.polygonOffsetFactor,material.polygonOffsetUnits);}function setProgram(camera,fog,material,object){_usedTextureUnits=0;var materialProperties=properties.get(material);if(_clippingEnabled){if(_localClippingEnabled||camera!==_currentCamera){var useCache=camera===_currentCamera&&material.id===_currentMaterialId;// we might want to call this function with some ClippingGroup\n// object instead of the material, once it becomes feasible\n// (#8465, #8379)\n_clipping.setState(material.clippingPlanes,material.clipShadows,camera,materialProperties,useCache);}}if(material.needsUpdate===false){if(materialProperties.program===undefined){material.needsUpdate=true;}else if(material.fog&&materialProperties.fog!==fog){material.needsUpdate=true;}else if(material.lights&&materialProperties.lightsHash!==_lights.hash){material.needsUpdate=true;}else if(materialProperties.numClippingPlanes!==undefined&&materialProperties.numClippingPlanes!==_clipping.numPlanes){material.needsUpdate=true;}}if(material.needsUpdate){initMaterial(material,fog,object);material.needsUpdate=false;}var refreshProgram=false;var refreshMaterial=false;var refreshLights=false;var program=materialProperties.program,p_uniforms=program.getUniforms(),m_uniforms=materialProperties.__webglShader.uniforms;if(program.id!==_currentProgram){_gl.useProgram(program.program);_currentProgram=program.id;refreshProgram=true;refreshMaterial=true;refreshLights=true;}if(material.id!==_currentMaterialId){_currentMaterialId=material.id;refreshMaterial=true;}if(refreshProgram||camera!==_currentCamera){p_uniforms.set(_gl,camera,'projectionMatrix');if(capabilities.logarithmicDepthBuffer){p_uniforms.setValue(_gl,'logDepthBufFC',2.0/(Math.log(camera.far+1.0)/Math.LN2));}if(camera!==_currentCamera){_currentCamera=camera;// lighting uniforms depend on the camera so enforce an update\n// now, in case this material supports lights - or later, when\n// the next material that does gets activated:\nrefreshMaterial=true;// set to true on material change\nrefreshLights=true;// remains set until update done\n}// load material specific uniforms\n// (shader material also gets them for the sake of genericity)\nif(material.isShaderMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.envMap){var uCamPos=p_uniforms.map.cameraPosition;if(uCamPos!==undefined){uCamPos.setValue(_gl,_vector3.setFromMatrixPosition(camera.matrixWorld));}}if(material.isMeshPhongMaterial||material.isMeshLambertMaterial||material.isMeshBasicMaterial||material.isMeshStandardMaterial||material.isShaderMaterial||material.skinning){p_uniforms.setValue(_gl,'viewMatrix',camera.matrixWorldInverse);}p_uniforms.set(_gl,_this,'toneMappingExposure');p_uniforms.set(_gl,_this,'toneMappingWhitePoint');}// skinning uniforms must be set even if material didn't change\n// auto-setting of texture unit for bone texture must go before other textures\n// not sure why, but otherwise weird things happen\nif(material.skinning){p_uniforms.setOptional(_gl,object,'bindMatrix');p_uniforms.setOptional(_gl,object,'bindMatrixInverse');var skeleton=object.skeleton;if(skeleton){if(capabilities.floatVertexTextures&&skeleton.useVertexTexture){p_uniforms.set(_gl,skeleton,'boneTexture');p_uniforms.set(_gl,skeleton,'boneTextureWidth');p_uniforms.set(_gl,skeleton,'boneTextureHeight');}else{p_uniforms.setOptional(_gl,skeleton,'boneMatrices');}}}if(refreshMaterial){if(material.lights){// the current material requires lighting info\n// note: all lighting uniforms are always set correctly\n// they simply reference the renderer's state for their\n// values\n//\n// use the current material's .needsUpdate flags to set\n// the GL state when required\nmarkUniformsLightsNeedsUpdate(m_uniforms,refreshLights);}// refresh uniforms common to several materials\nif(fog&&material.fog){refreshUniformsFog(m_uniforms,fog);}if(material.isMeshBasicMaterial||material.isMeshLambertMaterial||material.isMeshPhongMaterial||material.isMeshStandardMaterial||material.isMeshDepthMaterial){refreshUniformsCommon(m_uniforms,material);}// refresh single material specific uniforms\nif(material.isLineBasicMaterial){refreshUniformsLine(m_uniforms,material);}else if(material.isLineDashedMaterial){refreshUniformsLine(m_uniforms,material);refreshUniformsDash(m_uniforms,material);}else if(material.isPointsMaterial){refreshUniformsPoints(m_uniforms,material);}else if(material.isMeshLambertMaterial){refreshUniformsLambert(m_uniforms,material);}else if(material.isMeshPhongMaterial){refreshUniformsPhong(m_uniforms,material);}else if(material.isMeshPhysicalMaterial){refreshUniformsPhysical(m_uniforms,material);}else if(material.isMeshStandardMaterial){refreshUniformsStandard(m_uniforms,material);}else if(material.isMeshDepthMaterial){if(material.displacementMap){m_uniforms.displacementMap.value=material.displacementMap;m_uniforms.displacementScale.value=material.displacementScale;m_uniforms.displacementBias.value=material.displacementBias;}}else if(material.isMeshNormalMaterial){m_uniforms.opacity.value=material.opacity;}WebGLUniforms.upload(_gl,materialProperties.uniformsList,m_uniforms,_this);}// common matrices\np_uniforms.set(_gl,object,'modelViewMatrix');p_uniforms.set(_gl,object,'normalMatrix');p_uniforms.setValue(_gl,'modelMatrix',object.matrixWorld);// dynamic uniforms\nvar dynUniforms=materialProperties.dynamicUniforms;if(dynUniforms!==null){WebGLUniforms.evalDynamic(dynUniforms,m_uniforms,object,material,camera);WebGLUniforms.upload(_gl,dynUniforms,m_uniforms,_this);}return program;}// Uniforms (refresh uniforms objects)\nfunction refreshUniformsCommon(uniforms,material){uniforms.opacity.value=material.opacity;uniforms.diffuse.value=material.color;if(material.emissive){uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);}uniforms.map.value=material.map;uniforms.specularMap.value=material.specularMap;uniforms.alphaMap.value=material.alphaMap;if(material.aoMap){uniforms.aoMap.value=material.aoMap;uniforms.aoMapIntensity.value=material.aoMapIntensity;}// uv repeat and offset setting priorities\n// 1. color map\n// 2. specular map\n// 3. normal map\n// 4. bump map\n// 5. alpha map\n// 6. emissive map\nvar uvScaleMap;if(material.map){uvScaleMap=material.map;}else if(material.specularMap){uvScaleMap=material.specularMap;}else if(material.displacementMap){uvScaleMap=material.displacementMap;}else if(material.normalMap){uvScaleMap=material.normalMap;}else if(material.bumpMap){uvScaleMap=material.bumpMap;}else if(material.roughnessMap){uvScaleMap=material.roughnessMap;}else if(material.metalnessMap){uvScaleMap=material.metalnessMap;}else if(material.alphaMap){uvScaleMap=material.alphaMap;}else if(material.emissiveMap){uvScaleMap=material.emissiveMap;}if(uvScaleMap!==undefined){// backwards compatibility\nif(uvScaleMap.isWebGLRenderTarget){uvScaleMap=uvScaleMap.texture;}var offset=uvScaleMap.offset;var repeat=uvScaleMap.repeat;uniforms.offsetRepeat.value.set(offset.x,offset.y,repeat.x,repeat.y);}uniforms.envMap.value=material.envMap;// don't flip CubeTexture envMaps, flip everything else:\n// WebGLRenderTargetCube will be flipped for backwards compatibility\n// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture\n// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future\nuniforms.flipEnvMap.value=!(material.envMap&&material.envMap.isCubeTexture)?1:-1;uniforms.reflectivity.value=material.reflectivity;uniforms.refractionRatio.value=material.refractionRatio;}function refreshUniformsLine(uniforms,material){uniforms.diffuse.value=material.color;uniforms.opacity.value=material.opacity;}function refreshUniformsDash(uniforms,material){uniforms.dashSize.value=material.dashSize;uniforms.totalSize.value=material.dashSize+material.gapSize;uniforms.scale.value=material.scale;}function refreshUniformsPoints(uniforms,material){uniforms.diffuse.value=material.color;uniforms.opacity.value=material.opacity;uniforms.size.value=material.size*_pixelRatio;uniforms.scale.value=_canvas.clientHeight*0.5;uniforms.map.value=material.map;if(material.map!==null){var offset=material.map.offset;var repeat=material.map.repeat;uniforms.offsetRepeat.value.set(offset.x,offset.y,repeat.x,repeat.y);}}function refreshUniformsFog(uniforms,fog){uniforms.fogColor.value=fog.color;if(fog.isFog){uniforms.fogNear.value=fog.near;uniforms.fogFar.value=fog.far;}else if(fog.isFogExp2){uniforms.fogDensity.value=fog.density;}}function refreshUniformsLambert(uniforms,material){if(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}}function refreshUniformsPhong(uniforms,material){uniforms.specular.value=material.specular;uniforms.shininess.value=Math.max(material.shininess,1e-4);// to prevent pow( 0.0, 0.0 )\nif(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}}function refreshUniformsStandard(uniforms,material){uniforms.roughness.value=material.roughness;uniforms.metalness.value=material.metalness;if(material.roughnessMap){uniforms.roughnessMap.value=material.roughnessMap;}if(material.metalnessMap){uniforms.metalnessMap.value=material.metalnessMap;}if(material.lightMap){uniforms.lightMap.value=material.lightMap;uniforms.lightMapIntensity.value=material.lightMapIntensity;}if(material.emissiveMap){uniforms.emissiveMap.value=material.emissiveMap;}if(material.bumpMap){uniforms.bumpMap.value=material.bumpMap;uniforms.bumpScale.value=material.bumpScale;}if(material.normalMap){uniforms.normalMap.value=material.normalMap;uniforms.normalScale.value.copy(material.normalScale);}if(material.displacementMap){uniforms.displacementMap.value=material.displacementMap;uniforms.displacementScale.value=material.displacementScale;uniforms.displacementBias.value=material.displacementBias;}if(material.envMap){//uniforms.envMap.value = material.envMap; // part of uniforms common\nuniforms.envMapIntensity.value=material.envMapIntensity;}}function refreshUniformsPhysical(uniforms,material){uniforms.clearCoat.value=material.clearCoat;uniforms.clearCoatRoughness.value=material.clearCoatRoughness;refreshUniformsStandard(uniforms,material);}// If uniforms are marked as clean, they don't need to be loaded to the GPU.\nfunction markUniformsLightsNeedsUpdate(uniforms,value){uniforms.ambientLightColor.needsUpdate=value;uniforms.directionalLights.needsUpdate=value;uniforms.pointLights.needsUpdate=value;uniforms.spotLights.needsUpdate=value;uniforms.hemisphereLights.needsUpdate=value;}// Lighting\nfunction setupShadows(lights){var lightShadowsLength=0;for(var i=0,l=lights.length;i<l;i++){var light=lights[i];if(light.castShadow){_lights.shadows[lightShadowsLength++]=light;}}_lights.shadows.length=lightShadowsLength;}function setupLights(lights,camera){var l,ll,light,r=0,g=0,b=0,color,intensity,distance,shadowMap,viewMatrix=camera.matrixWorldInverse,directionalLength=0,pointLength=0,spotLength=0,hemiLength=0;for(l=0,ll=lights.length;l<ll;l++){light=lights[l];color=light.color;intensity=light.intensity;distance=light.distance;shadowMap=light.shadow&&light.shadow.map?light.shadow.map.texture:null;if(light.isAmbientLight){r+=color.r*intensity;g+=color.g*intensity;b+=color.b*intensity;}else if(light.isDirectionalLight){var uniforms=lightCache.get(light);uniforms.color.copy(light.color).multiplyScalar(light.intensity);uniforms.direction.setFromMatrixPosition(light.matrixWorld);_vector3.setFromMatrixPosition(light.target.matrixWorld);uniforms.direction.sub(_vector3);uniforms.direction.transformDirection(viewMatrix);uniforms.shadow=light.castShadow;if(light.castShadow){uniforms.shadowBias=light.shadow.bias;uniforms.shadowRadius=light.shadow.radius;uniforms.shadowMapSize=light.shadow.mapSize;}_lights.directionalShadowMap[directionalLength]=shadowMap;_lights.directionalShadowMatrix[directionalLength]=light.shadow.matrix;_lights.directional[directionalLength++]=uniforms;}else if(light.isSpotLight){var uniforms=lightCache.get(light);uniforms.position.setFromMatrixPosition(light.matrixWorld);uniforms.position.applyMatrix4(viewMatrix);uniforms.color.copy(color).multiplyScalar(intensity);uniforms.distance=distance;uniforms.direction.setFromMatrixPosition(light.matrixWorld);_vector3.setFromMatrixPosition(light.target.matrixWorld);uniforms.direction.sub(_vector3);uniforms.direction.transformDirection(viewMatrix);uniforms.coneCos=Math.cos(light.angle);uniforms.penumbraCos=Math.cos(light.angle*(1-light.penumbra));uniforms.decay=light.distance===0?0.0:light.decay;uniforms.shadow=light.castShadow;if(light.castShadow){uniforms.shadowBias=light.shadow.bias;uniforms.shadowRadius=light.shadow.radius;uniforms.shadowMapSize=light.shadow.mapSize;}_lights.spotShadowMap[spotLength]=shadowMap;_lights.spotShadowMatrix[spotLength]=light.shadow.matrix;_lights.spot[spotLength++]=uniforms;}else if(light.isPointLight){var uniforms=lightCache.get(light);uniforms.position.setFromMatrixPosition(light.matrixWorld);uniforms.position.applyMatrix4(viewMatrix);uniforms.color.copy(light.color).multiplyScalar(light.intensity);uniforms.distance=light.distance;uniforms.decay=light.distance===0?0.0:light.decay;uniforms.shadow=light.castShadow;if(light.castShadow){uniforms.shadowBias=light.shadow.bias;uniforms.shadowRadius=light.shadow.radius;uniforms.shadowMapSize=light.shadow.mapSize;}_lights.pointShadowMap[pointLength]=shadowMap;if(_lights.pointShadowMatrix[pointLength]===undefined){_lights.pointShadowMatrix[pointLength]=new Matrix4();}// for point lights we set the shadow matrix to be a translation-only matrix\n// equal to inverse of the light's position\n_vector3.setFromMatrixPosition(light.matrixWorld).negate();_lights.pointShadowMatrix[pointLength].identity().setPosition(_vector3);_lights.point[pointLength++]=uniforms;}else if(light.isHemisphereLight){var uniforms=lightCache.get(light);uniforms.direction.setFromMatrixPosition(light.matrixWorld);uniforms.direction.transformDirection(viewMatrix);uniforms.direction.normalize();uniforms.skyColor.copy(light.color).multiplyScalar(intensity);uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity);_lights.hemi[hemiLength++]=uniforms;}}_lights.ambient[0]=r;_lights.ambient[1]=g;_lights.ambient[2]=b;_lights.directional.length=directionalLength;_lights.spot.length=spotLength;_lights.point.length=pointLength;_lights.hemi.length=hemiLength;_lights.hash=directionalLength+','+pointLength+','+spotLength+','+hemiLength+','+_lights.shadows.length;}// GL state setting\nthis.setFaceCulling=function(cullFace,frontFaceDirection){state.setCullFace(cullFace);state.setFlipSided(frontFaceDirection===FrontFaceDirectionCW);};// Textures\nfunction allocTextureUnit(){var textureUnit=_usedTextureUnits;if(textureUnit>=capabilities.maxTextures){console.warn('WebGLRenderer: trying to use '+textureUnit+' texture units while this GPU supports only '+capabilities.maxTextures);}_usedTextureUnits+=1;return textureUnit;}this.allocTextureUnit=allocTextureUnit;// this.setTexture2D = setTexture2D;\nthis.setTexture2D=function(){var warned=false;// backwards compatibility: peel texture.texture\nreturn function setTexture2D(texture,slot){if(texture&&texture.isWebGLRenderTarget){if(!warned){console.warn(\"THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead.\");warned=true;}texture=texture.texture;}textures.setTexture2D(texture,slot);};}();this.setTexture=function(){var warned=false;return function setTexture(texture,slot){if(!warned){console.warn(\"THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead.\");warned=true;}textures.setTexture2D(texture,slot);};}();this.setTextureCube=function(){var warned=false;return function setTextureCube(texture,slot){// backwards compatibility: peel texture.texture\nif(texture&&texture.isWebGLRenderTargetCube){if(!warned){console.warn(\"THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead.\");warned=true;}texture=texture.texture;}// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture\n// TODO: unify these code paths\nif(texture&&texture.isCubeTexture||Array.isArray(texture.image)&&texture.image.length===6){// CompressedTexture can have Array in image :/\n// this function alone should take care of cube textures\ntextures.setTextureCube(texture,slot);}else{// assumed: texture property of THREE.WebGLRenderTargetCube\ntextures.setTextureCubeDynamic(texture,slot);}};}();this.getCurrentRenderTarget=function(){return _currentRenderTarget;};this.setRenderTarget=function(renderTarget){_currentRenderTarget=renderTarget;if(renderTarget&&properties.get(renderTarget).__webglFramebuffer===undefined){textures.setupRenderTarget(renderTarget);}var isCube=renderTarget&&renderTarget.isWebGLRenderTargetCube;var framebuffer;if(renderTarget){var renderTargetProperties=properties.get(renderTarget);if(isCube){framebuffer=renderTargetProperties.__webglFramebuffer[renderTarget.activeCubeFace];}else{framebuffer=renderTargetProperties.__webglFramebuffer;}_currentScissor.copy(renderTarget.scissor);_currentScissorTest=renderTarget.scissorTest;_currentViewport.copy(renderTarget.viewport);}else{framebuffer=null;_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio);_currentScissorTest=_scissorTest;_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio);}if(_currentFramebuffer!==framebuffer){_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);_currentFramebuffer=framebuffer;}state.scissor(_currentScissor);state.setScissorTest(_currentScissorTest);state.viewport(_currentViewport);if(isCube){var textureProperties=properties.get(renderTarget.texture);_gl.framebufferTexture2D(_gl.FRAMEBUFFER,_gl.COLOR_ATTACHMENT0,_gl.TEXTURE_CUBE_MAP_POSITIVE_X+renderTarget.activeCubeFace,textureProperties.__webglTexture,renderTarget.activeMipMapLevel);}};this.readRenderTargetPixels=function(renderTarget,x,y,width,height,buffer){if((renderTarget&&renderTarget.isWebGLRenderTarget)===false){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');return;}var framebuffer=properties.get(renderTarget).__webglFramebuffer;if(framebuffer){var restore=false;if(framebuffer!==_currentFramebuffer){_gl.bindFramebuffer(_gl.FRAMEBUFFER,framebuffer);restore=true;}try{var texture=renderTarget.texture;var textureFormat=texture.format;var textureType=texture.type;if(textureFormat!==RGBAFormat&&paramThreeToGL(textureFormat)!==_gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');return;}if(textureType!==UnsignedByteType&&paramThreeToGL(textureType)!==_gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE)&&// IE11, Edge and Chrome Mac < 52 (#9513)\n!(textureType===FloatType&&(extensions.get('OES_texture_float')||extensions.get('WEBGL_color_buffer_float')))&&// Chrome Mac >= 52 and Firefox\n!(textureType===HalfFloatType&&extensions.get('EXT_color_buffer_half_float'))){console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');return;}if(_gl.checkFramebufferStatus(_gl.FRAMEBUFFER)===_gl.FRAMEBUFFER_COMPLETE){// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\nif(x>=0&&x<=renderTarget.width-width&&y>=0&&y<=renderTarget.height-height){_gl.readPixels(x,y,width,height,paramThreeToGL(textureFormat),paramThreeToGL(textureType),buffer);}}else{console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');}}finally{if(restore){_gl.bindFramebuffer(_gl.FRAMEBUFFER,_currentFramebuffer);}}}};// Map three.js constants to WebGL constants\nfunction paramThreeToGL(p){var extension;if(p===RepeatWrapping)return _gl.REPEAT;if(p===ClampToEdgeWrapping)return _gl.CLAMP_TO_EDGE;if(p===MirroredRepeatWrapping)return _gl.MIRRORED_REPEAT;if(p===NearestFilter)return _gl.NEAREST;if(p===NearestMipMapNearestFilter)return _gl.NEAREST_MIPMAP_NEAREST;if(p===NearestMipMapLinearFilter)return _gl.NEAREST_MIPMAP_LINEAR;if(p===LinearFilter)return _gl.LINEAR;if(p===LinearMipMapNearestFilter)return _gl.LINEAR_MIPMAP_NEAREST;if(p===LinearMipMapLinearFilter)return _gl.LINEAR_MIPMAP_LINEAR;if(p===UnsignedByteType)return _gl.UNSIGNED_BYTE;if(p===UnsignedShort4444Type)return _gl.UNSIGNED_SHORT_4_4_4_4;if(p===UnsignedShort5551Type)return _gl.UNSIGNED_SHORT_5_5_5_1;if(p===UnsignedShort565Type)return _gl.UNSIGNED_SHORT_5_6_5;if(p===ByteType)return _gl.BYTE;if(p===ShortType)return _gl.SHORT;if(p===UnsignedShortType)return _gl.UNSIGNED_SHORT;if(p===IntType)return _gl.INT;if(p===UnsignedIntType)return _gl.UNSIGNED_INT;if(p===FloatType)return _gl.FLOAT;extension=extensions.get('OES_texture_half_float');if(extension!==null){if(p===HalfFloatType)return extension.HALF_FLOAT_OES;}if(p===AlphaFormat)return _gl.ALPHA;if(p===RGBFormat)return _gl.RGB;if(p===RGBAFormat)return _gl.RGBA;if(p===LuminanceFormat)return _gl.LUMINANCE;if(p===LuminanceAlphaFormat)return _gl.LUMINANCE_ALPHA;if(p===DepthFormat)return _gl.DEPTH_COMPONENT;if(p===DepthStencilFormat)return _gl.DEPTH_STENCIL;if(p===AddEquation)return _gl.FUNC_ADD;if(p===SubtractEquation)return _gl.FUNC_SUBTRACT;if(p===ReverseSubtractEquation)return _gl.FUNC_REVERSE_SUBTRACT;if(p===ZeroFactor)return _gl.ZERO;if(p===OneFactor)return _gl.ONE;if(p===SrcColorFactor)return _gl.SRC_COLOR;if(p===OneMinusSrcColorFactor)return _gl.ONE_MINUS_SRC_COLOR;if(p===SrcAlphaFactor)return _gl.SRC_ALPHA;if(p===OneMinusSrcAlphaFactor)return _gl.ONE_MINUS_SRC_ALPHA;if(p===DstAlphaFactor)return _gl.DST_ALPHA;if(p===OneMinusDstAlphaFactor)return _gl.ONE_MINUS_DST_ALPHA;if(p===DstColorFactor)return _gl.DST_COLOR;if(p===OneMinusDstColorFactor)return _gl.ONE_MINUS_DST_COLOR;if(p===SrcAlphaSaturateFactor)return _gl.SRC_ALPHA_SATURATE;extension=extensions.get('WEBGL_compressed_texture_s3tc');if(extension!==null){if(p===RGB_S3TC_DXT1_Format)return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT1_Format)return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(p===RGBA_S3TC_DXT3_Format)return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(p===RGBA_S3TC_DXT5_Format)return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;}extension=extensions.get('WEBGL_compressed_texture_pvrtc');if(extension!==null){if(p===RGB_PVRTC_4BPPV1_Format)return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(p===RGB_PVRTC_2BPPV1_Format)return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(p===RGBA_PVRTC_4BPPV1_Format)return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(p===RGBA_PVRTC_2BPPV1_Format)return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;}extension=extensions.get('WEBGL_compressed_texture_etc1');if(extension!==null){if(p===RGB_ETC1_Format)return extension.COMPRESSED_RGB_ETC1_WEBGL;}extension=extensions.get('EXT_blend_minmax');if(extension!==null){if(p===MinEquation)return extension.MIN_EXT;if(p===MaxEquation)return extension.MAX_EXT;}extension=extensions.get('WEBGL_depth_texture');if(extension!==null){if(p===UnsignedInt248Type)return extension.UNSIGNED_INT_24_8_WEBGL;}return 0;}}/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function FogExp2(color,density){this.name='';this.color=new Color(color);this.density=density!==undefined?density:0.00025;}FogExp2.prototype.isFogExp2=true;FogExp2.prototype.clone=function(){return new FogExp2(this.color.getHex(),this.density);};FogExp2.prototype.toJSON=function(meta){return{type:'FogExp2',color:this.color.getHex(),density:this.density};};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function Fog(color,near,far){this.name='';this.color=new Color(color);this.near=near!==undefined?near:1;this.far=far!==undefined?far:1000;}Fog.prototype.isFog=true;Fog.prototype.clone=function(){return new Fog(this.color.getHex(),this.near,this.far);};Fog.prototype.toJSON=function(meta){return{type:'Fog',color:this.color.getHex(),near:this.near,far:this.far};};/**\n * @author mrdoob / http://mrdoob.com/\n */function Scene(){Object3D.call(this);this.type='Scene';this.background=null;this.fog=null;this.overrideMaterial=null;this.autoUpdate=true;// checked by the renderer\n}Scene.prototype=Object.create(Object3D.prototype);Scene.prototype.constructor=Scene;Scene.prototype.copy=function(source,recursive){Object3D.prototype.copy.call(this,source,recursive);if(source.background!==null)this.background=source.background.clone();if(source.fog!==null)this.fog=source.fog.clone();if(source.overrideMaterial!==null)this.overrideMaterial=source.overrideMaterial.clone();this.autoUpdate=source.autoUpdate;this.matrixAutoUpdate=source.matrixAutoUpdate;return this;};Scene.prototype.toJSON=function(meta){var data=Object3D.prototype.toJSON.call(this,meta);if(this.background!==null)data.object.background=this.background.toJSON(meta);if(this.fog!==null)data.object.fog=this.fog.toJSON();return data;};/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */function LensFlare(texture,size,distance,blending,color){Object3D.call(this);this.lensFlares=[];this.positionScreen=new Vector3();this.customUpdateCallback=undefined;if(texture!==undefined){this.add(texture,size,distance,blending,color);}}LensFlare.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:LensFlare,isLensFlare:true,copy:function copy(source){Object3D.prototype.copy.call(this,source);this.positionScreen.copy(source.positionScreen);this.customUpdateCallback=source.customUpdateCallback;for(var i=0,l=source.lensFlares.length;i<l;i++){this.lensFlares.push(source.lensFlares[i]);}return this;},add:function add(texture,size,distance,blending,color,opacity){if(size===undefined)size=-1;if(distance===undefined)distance=0;if(opacity===undefined)opacity=1;if(color===undefined)color=new Color(0xffffff);if(blending===undefined)blending=NormalBlending;distance=Math.min(distance,Math.max(0,distance));this.lensFlares.push({texture:texture,// THREE.Texture\nsize:size,// size in pixels (-1 = use texture.width)\ndistance:distance,// distance (0-1) from light source (0=at light source)\nx:0,y:0,z:0,// screen position (-1 => 1) z = 0 is in front z = 1 is back\nscale:1,// scale\nrotation:0,// rotation\nopacity:opacity,// opacity\ncolor:color,// color\nblending:blending// blending\n});},/*\n \t * Update lens flares update positions on all flares based on the screen position\n \t * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.\n \t */updateLensFlares:function updateLensFlares(){var f,fl=this.lensFlares.length;var flare;var vecX=-this.positionScreen.x*2;var vecY=-this.positionScreen.y*2;for(f=0;f<fl;f++){flare=this.lensFlares[f];flare.x=this.positionScreen.x+vecX*flare.distance;flare.y=this.positionScreen.y+vecY*flare.distance;flare.wantedRotation=flare.x*Math.PI*0.25;flare.rotation+=(flare.wantedRotation-flare.rotation)*0.25;}}});/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n * map: new THREE.Texture( <Image> ),\n *\n *\tuvOffset: new THREE.Vector2(),\n *\tuvScale: new THREE.Vector2()\n * }\n */function SpriteMaterial(parameters){Material.call(this);this.type='SpriteMaterial';this.color=new Color(0xffffff);this.map=null;this.rotation=0;this.fog=false;this.lights=false;this.setValues(parameters);}SpriteMaterial.prototype=Object.create(Material.prototype);SpriteMaterial.prototype.constructor=SpriteMaterial;SpriteMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.rotation=source.rotation;return this;};/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */function Sprite(material){Object3D.call(this);this.type='Sprite';this.material=material!==undefined?material:new SpriteMaterial();}Sprite.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Sprite,isSprite:true,raycast:function(){var matrixPosition=new Vector3();return function raycast(raycaster,intersects){matrixPosition.setFromMatrixPosition(this.matrixWorld);var distanceSq=raycaster.ray.distanceSqToPoint(matrixPosition);var guessSizeSq=this.scale.x*this.scale.y/4;if(distanceSq>guessSizeSq){return;}intersects.push({distance:Math.sqrt(distanceSq),point:this.position,face:null,object:this});};}(),clone:function clone(){return new this.constructor(this.material).copy(this);}});/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */function LOD(){Object3D.call(this);this.type='LOD';Object.defineProperties(this,{levels:{enumerable:true,value:[]}});}LOD.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:LOD,copy:function copy(source){Object3D.prototype.copy.call(this,source,false);var levels=source.levels;for(var i=0,l=levels.length;i<l;i++){var level=levels[i];this.addLevel(level.object.clone(),level.distance);}return this;},addLevel:function addLevel(object,distance){if(distance===undefined)distance=0;distance=Math.abs(distance);var levels=this.levels;for(var l=0;l<levels.length;l++){if(distance<levels[l].distance){break;}}levels.splice(l,0,{distance:distance,object:object});this.add(object);},getObjectForDistance:function getObjectForDistance(distance){var levels=this.levels;for(var i=1,l=levels.length;i<l;i++){if(distance<levels[i].distance){break;}}return levels[i-1].object;},raycast:function(){var matrixPosition=new Vector3();return function raycast(raycaster,intersects){matrixPosition.setFromMatrixPosition(this.matrixWorld);var distance=raycaster.ray.origin.distanceTo(matrixPosition);this.getObjectForDistance(distance).raycast(raycaster,intersects);};}(),update:function(){var v1=new Vector3();var v2=new Vector3();return function update(camera){var levels=this.levels;if(levels.length>1){v1.setFromMatrixPosition(camera.matrixWorld);v2.setFromMatrixPosition(this.matrixWorld);var distance=v1.distanceTo(v2);levels[0].object.visible=true;for(var i=1,l=levels.length;i<l;i++){if(distance>=levels[i].distance){levels[i-1].object.visible=false;levels[i].object.visible=true;}else{break;}}for(;i<l;i++){levels[i].object.visible=false;}}};}(),toJSON:function toJSON(meta){var data=Object3D.prototype.toJSON.call(this,meta);data.object.levels=[];var levels=this.levels;for(var i=0,l=levels.length;i<l;i++){var level=levels[i];data.object.levels.push({object:level.object.uuid,distance:level.distance});}return data;}});/**\n * @author alteredq / http://alteredqualia.com/\n */function DataTexture(data,width,height,format,type,mapping,wrapS,wrapT,magFilter,minFilter,anisotropy,encoding){Texture.call(this,null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding);this.image={data:data,width:width,height:height};this.magFilter=magFilter!==undefined?magFilter:NearestFilter;this.minFilter=minFilter!==undefined?minFilter:NearestFilter;this.flipY=false;this.generateMipmaps=false;}DataTexture.prototype=Object.create(Texture.prototype);DataTexture.prototype.constructor=DataTexture;DataTexture.prototype.isDataTexture=true;/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author michael guerrero / http://realitymeltdown.com\n * @author ikerr / http://verold.com\n */function Skeleton(bones,boneInverses,useVertexTexture){this.useVertexTexture=useVertexTexture!==undefined?useVertexTexture:true;this.identityMatrix=new Matrix4();// copy the bone array\nbones=bones||[];this.bones=bones.slice(0);// create a bone texture or an array of floats\nif(this.useVertexTexture){// layout (1 matrix = 4 pixels)\n// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\nvar size=Math.sqrt(this.bones.length*4);// 4 pixels needed for 1 matrix\nsize=exports.Math.nextPowerOfTwo(Math.ceil(size));size=Math.max(size,4);this.boneTextureWidth=size;this.boneTextureHeight=size;this.boneMatrices=new Float32Array(this.boneTextureWidth*this.boneTextureHeight*4);// 4 floats per RGBA pixel\nthis.boneTexture=new DataTexture(this.boneMatrices,this.boneTextureWidth,this.boneTextureHeight,RGBAFormat,FloatType);}else{this.boneMatrices=new Float32Array(16*this.bones.length);}// use the supplied bone inverses or calculate the inverses\nif(boneInverses===undefined){this.calculateInverses();}else{if(this.bones.length===boneInverses.length){this.boneInverses=boneInverses.slice(0);}else{console.warn('THREE.Skeleton bonInverses is the wrong length.');this.boneInverses=[];for(var b=0,bl=this.bones.length;b<bl;b++){this.boneInverses.push(new Matrix4());}}}}Object.assign(Skeleton.prototype,{calculateInverses:function calculateInverses(){this.boneInverses=[];for(var b=0,bl=this.bones.length;b<bl;b++){var inverse=new Matrix4();if(this.bones[b]){inverse.getInverse(this.bones[b].matrixWorld);}this.boneInverses.push(inverse);}},pose:function pose(){var bone;// recover the bind-time world matrices\nfor(var b=0,bl=this.bones.length;b<bl;b++){bone=this.bones[b];if(bone){bone.matrixWorld.getInverse(this.boneInverses[b]);}}// compute the local matrices, positions, rotations and scales\nfor(var b=0,bl=this.bones.length;b<bl;b++){bone=this.bones[b];if(bone){if(bone.parent&&bone.parent.isBone){bone.matrix.getInverse(bone.parent.matrixWorld);bone.matrix.multiply(bone.matrixWorld);}else{bone.matrix.copy(bone.matrixWorld);}bone.matrix.decompose(bone.position,bone.quaternion,bone.scale);}}},update:function(){var offsetMatrix=new Matrix4();return function update(){// flatten bone matrices to array\nfor(var b=0,bl=this.bones.length;b<bl;b++){// compute the offset between the current and the original transform\nvar matrix=this.bones[b]?this.bones[b].matrixWorld:this.identityMatrix;offsetMatrix.multiplyMatrices(matrix,this.boneInverses[b]);offsetMatrix.toArray(this.boneMatrices,b*16);}if(this.useVertexTexture){this.boneTexture.needsUpdate=true;}};}(),clone:function clone(){return new Skeleton(this.bones,this.boneInverses,this.useVertexTexture);}});/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */function Bone(skin){Object3D.call(this);this.type='Bone';this.skin=skin;}Bone.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Bone,isBone:true,copy:function copy(source){Object3D.prototype.copy.call(this,source);this.skin=source.skin;return this;}});/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */function SkinnedMesh(geometry,material,useVertexTexture){Mesh.call(this,geometry,material);this.type='SkinnedMesh';this.bindMode=\"attached\";this.bindMatrix=new Matrix4();this.bindMatrixInverse=new Matrix4();// init bones\n// TODO: remove bone creation as there is no reason (other than\n// convenience) for THREE.SkinnedMesh to do this.\nvar bones=[];if(this.geometry&&this.geometry.bones!==undefined){var bone,gbone;for(var b=0,bl=this.geometry.bones.length;b<bl;++b){gbone=this.geometry.bones[b];bone=new Bone(this);bones.push(bone);bone.name=gbone.name;bone.position.fromArray(gbone.pos);bone.quaternion.fromArray(gbone.rotq);if(gbone.scl!==undefined)bone.scale.fromArray(gbone.scl);}for(var b=0,bl=this.geometry.bones.length;b<bl;++b){gbone=this.geometry.bones[b];if(gbone.parent!==-1&&gbone.parent!==null&&bones[gbone.parent]!==undefined){bones[gbone.parent].add(bones[b]);}else{this.add(bones[b]);}}}this.normalizeSkinWeights();this.updateMatrixWorld(true);this.bind(new Skeleton(bones,undefined,useVertexTexture),this.matrixWorld);}SkinnedMesh.prototype=Object.assign(Object.create(Mesh.prototype),{constructor:SkinnedMesh,isSkinnedMesh:true,bind:function bind(skeleton,bindMatrix){this.skeleton=skeleton;if(bindMatrix===undefined){this.updateMatrixWorld(true);this.skeleton.calculateInverses();bindMatrix=this.matrixWorld;}this.bindMatrix.copy(bindMatrix);this.bindMatrixInverse.getInverse(bindMatrix);},pose:function pose(){this.skeleton.pose();},normalizeSkinWeights:function normalizeSkinWeights(){if(this.geometry&&this.geometry.isGeometry){for(var i=0;i<this.geometry.skinWeights.length;i++){var sw=this.geometry.skinWeights[i];var scale=1.0/sw.lengthManhattan();if(scale!==Infinity){sw.multiplyScalar(scale);}else{sw.set(1,0,0,0);// do something reasonable\n}}}else if(this.geometry&&this.geometry.isBufferGeometry){var vec=new Vector4();var skinWeight=this.geometry.attributes.skinWeight;for(var i=0;i<skinWeight.count;i++){vec.x=skinWeight.getX(i);vec.y=skinWeight.getY(i);vec.z=skinWeight.getZ(i);vec.w=skinWeight.getW(i);var scale=1.0/vec.lengthManhattan();if(scale!==Infinity){vec.multiplyScalar(scale);}else{vec.set(1,0,0,0);// do something reasonable\n}skinWeight.setXYZW(i,vec.x,vec.y,vec.z,vec.w);}}},updateMatrixWorld:function updateMatrixWorld(force){Mesh.prototype.updateMatrixWorld.call(this,true);if(this.bindMode===\"attached\"){this.bindMatrixInverse.getInverse(this.matrixWorld);}else if(this.bindMode===\"detached\"){this.bindMatrixInverse.getInverse(this.bindMatrix);}else{console.warn('THREE.SkinnedMesh unrecognized bindMode: '+this.bindMode);}},clone:function clone(){return new this.constructor(this.geometry,this.material,this.skeleton.useVertexTexture).copy(this);}});/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * linewidth: <float>,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */function LineBasicMaterial(parameters){Material.call(this);this.type='LineBasicMaterial';this.color=new Color(0xffffff);this.linewidth=1;this.linecap='round';this.linejoin='round';this.lights=false;this.setValues(parameters);}LineBasicMaterial.prototype=Object.create(Material.prototype);LineBasicMaterial.prototype.constructor=LineBasicMaterial;LineBasicMaterial.prototype.isLineBasicMaterial=true;LineBasicMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.linewidth=source.linewidth;this.linecap=source.linecap;this.linejoin=source.linejoin;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n */function Line(geometry,material,mode){if(mode===1){console.warn('THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.');return new LineSegments(geometry,material);}Object3D.call(this);this.type='Line';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new LineBasicMaterial({color:Math.random()*0xffffff});}Line.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Line,isLine:true,raycast:function(){var inverseMatrix=new Matrix4();var ray=new Ray();var sphere=new Sphere();return function raycast(raycaster,intersects){var precision=raycaster.linePrecision;var precisionSq=precision*precision;var geometry=this.geometry;var matrixWorld=this.matrixWorld;// Checking boundingSphere distance to ray\nif(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere);sphere.applyMatrix4(matrixWorld);if(raycaster.ray.intersectsSphere(sphere)===false)return;//\ninverseMatrix.getInverse(matrixWorld);ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);var vStart=new Vector3();var vEnd=new Vector3();var interSegment=new Vector3();var interRay=new Vector3();var step=this&&this.isLineSegments?2:1;if(geometry&&geometry.isBufferGeometry){var index=geometry.index;var attributes=geometry.attributes;var positions=attributes.position.array;if(index!==null){var indices=index.array;for(var i=0,l=indices.length-1;i<l;i+=step){var a=indices[i];var b=indices[i+1];vStart.fromArray(positions,a*3);vEnd.fromArray(positions,b*3);var distSq=ray.distanceSqToSegment(vStart,vEnd,interRay,interSegment);if(distSq>precisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation\nvar distance=raycaster.ray.origin.distanceTo(interRay);if(distance<raycaster.near||distance>raycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment??\n// point: raycaster.ray.at( distance ),\npoint:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}else{for(var i=0,l=positions.length/3-1;i<l;i+=step){vStart.fromArray(positions,3*i);vEnd.fromArray(positions,3*i+3);var distSq=ray.distanceSqToSegment(vStart,vEnd,interRay,interSegment);if(distSq>precisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation\nvar distance=raycaster.ray.origin.distanceTo(interRay);if(distance<raycaster.near||distance>raycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment??\n// point: raycaster.ray.at( distance ),\npoint:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}}else if(geometry&&geometry.isGeometry){var vertices=geometry.vertices;var nbVertices=vertices.length;for(var i=0;i<nbVertices-1;i+=step){var distSq=ray.distanceSqToSegment(vertices[i],vertices[i+1],interRay,interSegment);if(distSq>precisionSq)continue;interRay.applyMatrix4(this.matrixWorld);//Move back to world space for distance calculation\nvar distance=raycaster.ray.origin.distanceTo(interRay);if(distance<raycaster.near||distance>raycaster.far)continue;intersects.push({distance:distance,// What do we want? intersection point on the ray or on the segment??\n// point: raycaster.ray.at( distance ),\npoint:interSegment.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this});}}};}(),clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this);}});/**\n * @author mrdoob / http://mrdoob.com/\n */function LineSegments(geometry,material){Line.call(this,geometry,material);this.type='LineSegments';}LineSegments.prototype=Object.assign(Object.create(Line.prototype),{constructor:LineSegments,isLineSegments:true});/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n * map: new THREE.Texture( <Image> ),\n *\n * size: <float>,\n * sizeAttenuation: <bool>\n * }\n */function PointsMaterial(parameters){Material.call(this);this.type='PointsMaterial';this.color=new Color(0xffffff);this.map=null;this.size=1;this.sizeAttenuation=true;this.lights=false;this.setValues(parameters);}PointsMaterial.prototype=Object.create(Material.prototype);PointsMaterial.prototype.constructor=PointsMaterial;PointsMaterial.prototype.isPointsMaterial=true;PointsMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.size=source.size;this.sizeAttenuation=source.sizeAttenuation;return this;};/**\n * @author alteredq / http://alteredqualia.com/\n */function Points(geometry,material){Object3D.call(this);this.type='Points';this.geometry=geometry!==undefined?geometry:new BufferGeometry();this.material=material!==undefined?material:new PointsMaterial({color:Math.random()*0xffffff});}Points.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Points,isPoints:true,raycast:function(){var inverseMatrix=new Matrix4();var ray=new Ray();var sphere=new Sphere();return function raycast(raycaster,intersects){var object=this;var geometry=this.geometry;var matrixWorld=this.matrixWorld;var threshold=raycaster.params.Points.threshold;// Checking boundingSphere distance to ray\nif(geometry.boundingSphere===null)geometry.computeBoundingSphere();sphere.copy(geometry.boundingSphere);sphere.applyMatrix4(matrixWorld);if(raycaster.ray.intersectsSphere(sphere)===false)return;//\ninverseMatrix.getInverse(matrixWorld);ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);var localThreshold=threshold/((this.scale.x+this.scale.y+this.scale.z)/3);var localThresholdSq=localThreshold*localThreshold;var position=new Vector3();function testPoint(point,index){var rayPointDistanceSq=ray.distanceSqToPoint(point);if(rayPointDistanceSq<localThresholdSq){var intersectPoint=ray.closestPointToPoint(point);intersectPoint.applyMatrix4(matrixWorld);var distance=raycaster.ray.origin.distanceTo(intersectPoint);if(distance<raycaster.near||distance>raycaster.far)return;intersects.push({distance:distance,distanceToRay:Math.sqrt(rayPointDistanceSq),point:intersectPoint.clone(),index:index,face:null,object:object});}}if(geometry&&geometry.isBufferGeometry){var index=geometry.index;var attributes=geometry.attributes;var positions=attributes.position.array;if(index!==null){var indices=index.array;for(var i=0,il=indices.length;i<il;i++){var a=indices[i];position.fromArray(positions,a*3);testPoint(position,a);}}else{for(var i=0,l=positions.length/3;i<l;i++){position.fromArray(positions,i*3);testPoint(position,i);}}}else{var vertices=geometry.vertices;for(var i=0,l=vertices.length;i<l;i++){testPoint(vertices[i],i);}}};}(),clone:function clone(){return new this.constructor(this.geometry,this.material).copy(this);}});/**\n * @author mrdoob / http://mrdoob.com/\n */function Group(){Object3D.call(this);this.type='Group';}Group.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Group});/**\n * @author mrdoob / http://mrdoob.com/\n */function VideoTexture(video,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy){Texture.call(this,video,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);this.generateMipmaps=false;var scope=this;function update(){requestAnimationFrame(update);if(video.readyState>=video.HAVE_CURRENT_DATA){scope.needsUpdate=true;}}update();}VideoTexture.prototype=Object.create(Texture.prototype);VideoTexture.prototype.constructor=VideoTexture;/**\n * @author alteredq / http://alteredqualia.com/\n */function CompressedTexture(mipmaps,width,height,format,type,mapping,wrapS,wrapT,magFilter,minFilter,anisotropy,encoding){Texture.call(this,null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy,encoding);this.image={width:width,height:height};this.mipmaps=mipmaps;// no flipping for cube textures\n// (also flipping doesn't work for compressed textures )\nthis.flipY=false;// can't generate mipmaps for compressed textures\n// mips must be embedded in DDS files\nthis.generateMipmaps=false;}CompressedTexture.prototype=Object.create(Texture.prototype);CompressedTexture.prototype.constructor=CompressedTexture;CompressedTexture.prototype.isCompressedTexture=true;/**\n * @author mrdoob / http://mrdoob.com/\n */function CanvasTexture(canvas,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy){Texture.call(this,canvas,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);this.needsUpdate=true;}CanvasTexture.prototype=Object.create(Texture.prototype);CanvasTexture.prototype.constructor=CanvasTexture;/**\n * @author Matt DesLauriers / @mattdesl\n * @author atix / arthursilber.de\n */function DepthTexture(width,height,type,mapping,wrapS,wrapT,magFilter,minFilter,anisotropy,format){format=format!==undefined?format:DepthFormat;if(format!==DepthFormat&&format!==DepthStencilFormat){throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');}Texture.call(this,null,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy);this.image={width:width,height:height};this.type=type!==undefined?type:UnsignedShortType;this.magFilter=magFilter!==undefined?magFilter:NearestFilter;this.minFilter=minFilter!==undefined?minFilter:NearestFilter;this.flipY=false;this.generateMipmaps=false;}DepthTexture.prototype=Object.create(Texture.prototype);DepthTexture.prototype.constructor=DepthTexture;DepthTexture.prototype.isDepthTexture=true;/**\n * @author mrdoob / http://mrdoob.com/\n */function WireframeGeometry(geometry){BufferGeometry.call(this);var edge=[0,0],hash={};function sortFunction(a,b){return a-b;}var keys=['a','b','c'];if(geometry&&geometry.isGeometry){var vertices=geometry.vertices;var faces=geometry.faces;var numEdges=0;// allocate maximal size\nvar edges=new Uint32Array(6*faces.length);for(var i=0,l=faces.length;i<l;i++){var face=faces[i];for(var j=0;j<3;j++){edge[0]=face[keys[j]];edge[1]=face[keys[(j+1)%3]];edge.sort(sortFunction);var key=edge.toString();if(hash[key]===undefined){edges[2*numEdges]=edge[0];edges[2*numEdges+1]=edge[1];hash[key]=true;numEdges++;}}}var coords=new Float32Array(numEdges*2*3);for(var i=0,l=numEdges;i<l;i++){for(var j=0;j<2;j++){var vertex=vertices[edges[2*i+j]];var index=6*i+3*j;coords[index+0]=vertex.x;coords[index+1]=vertex.y;coords[index+2]=vertex.z;}}this.addAttribute('position',new BufferAttribute(coords,3));}else if(geometry&&geometry.isBufferGeometry){if(geometry.index!==null){// Indexed BufferGeometry\nvar indices=geometry.index.array;var vertices=geometry.attributes.position;var groups=geometry.groups;var numEdges=0;if(groups.length===0){geometry.addGroup(0,indices.length);}// allocate maximal size\nvar edges=new Uint32Array(2*indices.length);for(var o=0,ol=groups.length;o<ol;++o){var group=groups[o];var start=group.start;var count=group.count;for(var i=start,il=start+count;i<il;i+=3){for(var j=0;j<3;j++){edge[0]=indices[i+j];edge[1]=indices[i+(j+1)%3];edge.sort(sortFunction);var key=edge.toString();if(hash[key]===undefined){edges[2*numEdges]=edge[0];edges[2*numEdges+1]=edge[1];hash[key]=true;numEdges++;}}}}var coords=new Float32Array(numEdges*2*3);for(var i=0,l=numEdges;i<l;i++){for(var j=0;j<2;j++){var index=6*i+3*j;var index2=edges[2*i+j];coords[index+0]=vertices.getX(index2);coords[index+1]=vertices.getY(index2);coords[index+2]=vertices.getZ(index2);}}this.addAttribute('position',new BufferAttribute(coords,3));}else{// non-indexed BufferGeometry\nvar vertices=geometry.attributes.position.array;var numEdges=vertices.length/3;var numTris=numEdges/3;var coords=new Float32Array(numEdges*2*3);for(var i=0,l=numTris;i<l;i++){for(var j=0;j<3;j++){var index=18*i+6*j;var index1=9*i+3*j;coords[index+0]=vertices[index1];coords[index+1]=vertices[index1+1];coords[index+2]=vertices[index1+2];var index2=9*i+3*((j+1)%3);coords[index+3]=vertices[index2];coords[index+4]=vertices[index2+1];coords[index+5]=vertices[index2+2];}}this.addAttribute('position',new BufferAttribute(coords,3));}}}WireframeGeometry.prototype=Object.create(BufferGeometry.prototype);WireframeGeometry.prototype.constructor=WireframeGeometry;/**\n * @author zz85 / https://github.com/zz85\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout http://prideout.net/blog/?p=44\n *\n * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );\n *\n */function ParametricGeometry(func,slices,stacks){Geometry.call(this);this.type='ParametricGeometry';this.parameters={func:func,slices:slices,stacks:stacks};var verts=this.vertices;var faces=this.faces;var uvs=this.faceVertexUvs[0];var i,j,p;var u,v;var sliceCount=slices+1;for(i=0;i<=stacks;i++){v=i/stacks;for(j=0;j<=slices;j++){u=j/slices;p=func(u,v);verts.push(p);}}var a,b,c,d;var uva,uvb,uvc,uvd;for(i=0;i<stacks;i++){for(j=0;j<slices;j++){a=i*sliceCount+j;b=i*sliceCount+j+1;c=(i+1)*sliceCount+j+1;d=(i+1)*sliceCount+j;uva=new Vector2(j/slices,i/stacks);uvb=new Vector2((j+1)/slices,i/stacks);uvc=new Vector2((j+1)/slices,(i+1)/stacks);uvd=new Vector2(j/slices,(i+1)/stacks);faces.push(new Face3(a,b,d));uvs.push([uva,uvb,uvd]);faces.push(new Face3(b,c,d));uvs.push([uvb.clone(),uvc,uvd.clone()]);}}// console.log(this);\n// magic bullet\n// var diff = this.mergeVertices();\n// console.log('removed ', diff, ' vertices by merging');\nthis.computeFaceNormals();this.computeVertexNormals();}ParametricGeometry.prototype=Object.create(Geometry.prototype);ParametricGeometry.prototype.constructor=ParametricGeometry;/**\n * @author clockworkgeek / https://github.com/clockworkgeek\n * @author timothypratley / https://github.com/timothypratley\n * @author WestLangley / http://github.com/WestLangley\n */function PolyhedronGeometry(vertices,indices,radius,detail){Geometry.call(this);this.type='PolyhedronGeometry';this.parameters={vertices:vertices,indices:indices,radius:radius,detail:detail};radius=radius||1;detail=detail||0;var that=this;for(var i=0,l=vertices.length;i<l;i+=3){prepare(new Vector3(vertices[i],vertices[i+1],vertices[i+2]));}var p=this.vertices;var faces=[];for(var i=0,j=0,l=indices.length;i<l;i+=3,j++){var v1=p[indices[i]];var v2=p[indices[i+1]];var v3=p[indices[i+2]];faces[j]=new Face3(v1.index,v2.index,v3.index,[v1.clone(),v2.clone(),v3.clone()]);}var centroid=new Vector3();for(var i=0,l=faces.length;i<l;i++){subdivide(faces[i],detail);}// Handle case when face straddles the seam\nfor(var i=0,l=this.faceVertexUvs[0].length;i<l;i++){var uvs=this.faceVertexUvs[0][i];var x0=uvs[0].x;var x1=uvs[1].x;var x2=uvs[2].x;var max=Math.max(x0,x1,x2);var min=Math.min(x0,x1,x2);if(max>0.9&&min<0.1){// 0.9 is somewhat arbitrary\nif(x0<0.2)uvs[0].x+=1;if(x1<0.2)uvs[1].x+=1;if(x2<0.2)uvs[2].x+=1;}}// Apply radius\nfor(var i=0,l=this.vertices.length;i<l;i++){this.vertices[i].multiplyScalar(radius);}// Merge vertices\nthis.mergeVertices();this.computeFaceNormals();this.boundingSphere=new Sphere(new Vector3(),radius);// Project vector onto sphere's surface\nfunction prepare(vector){var vertex=vector.normalize().clone();vertex.index=that.vertices.push(vertex)-1;// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.\nvar u=azimuth(vector)/2/Math.PI+0.5;var v=inclination(vector)/Math.PI+0.5;vertex.uv=new Vector2(u,1-v);return vertex;}// Approximate a curved face with recursively sub-divided triangles.\nfunction make(v1,v2,v3){var face=new Face3(v1.index,v2.index,v3.index,[v1.clone(),v2.clone(),v3.clone()]);that.faces.push(face);centroid.copy(v1).add(v2).add(v3).divideScalar(3);var azi=azimuth(centroid);that.faceVertexUvs[0].push([correctUV(v1.uv,v1,azi),correctUV(v2.uv,v2,azi),correctUV(v3.uv,v3,azi)]);}// Analytically subdivide a face to the required detail level.\nfunction subdivide(face,detail){var cols=Math.pow(2,detail);var a=prepare(that.vertices[face.a]);var b=prepare(that.vertices[face.b]);var c=prepare(that.vertices[face.c]);var v=[];// Construct all of the vertices for this subdivision.\nfor(var i=0;i<=cols;i++){v[i]=[];var aj=prepare(a.clone().lerp(c,i/cols));var bj=prepare(b.clone().lerp(c,i/cols));var rows=cols-i;for(var j=0;j<=rows;j++){if(j===0&&i===cols){v[i][j]=aj;}else{v[i][j]=prepare(aj.clone().lerp(bj,j/rows));}}}// Construct all of the faces.\nfor(var i=0;i<cols;i++){for(var j=0;j<2*(cols-i)-1;j++){var k=Math.floor(j/2);if(j%2===0){make(v[i][k+1],v[i+1][k],v[i][k]);}else{make(v[i][k+1],v[i+1][k+1],v[i+1][k]);}}}}// Angle around the Y axis, counter-clockwise when looking from above.\nfunction azimuth(vector){return Math.atan2(vector.z,-vector.x);}// Angle above the XZ plane.\nfunction inclination(vector){return Math.atan2(-vector.y,Math.sqrt(vector.x*vector.x+vector.z*vector.z));}// Texture fixing helper. Spheres have some odd behaviours.\nfunction correctUV(uv,vector,azimuth){if(azimuth<0&&uv.x===1)uv=new Vector2(uv.x-1,uv.y);if(vector.x===0&&vector.z===0)uv=new Vector2(azimuth/2/Math.PI+0.5,uv.y);return uv.clone();}}PolyhedronGeometry.prototype=Object.create(Geometry.prototype);PolyhedronGeometry.prototype.constructor=PolyhedronGeometry;/**\n * @author timothypratley / https://github.com/timothypratley\n */function TetrahedronGeometry(radius,detail){var vertices=[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1];var indices=[2,1,0,0,3,2,1,3,0,2,3,1];PolyhedronGeometry.call(this,vertices,indices,radius,detail);this.type='TetrahedronGeometry';this.parameters={radius:radius,detail:detail};}TetrahedronGeometry.prototype=Object.create(PolyhedronGeometry.prototype);TetrahedronGeometry.prototype.constructor=TetrahedronGeometry;/**\n * @author timothypratley / https://github.com/timothypratley\n */function OctahedronGeometry(radius,detail){var vertices=[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1];var indices=[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2];PolyhedronGeometry.call(this,vertices,indices,radius,detail);this.type='OctahedronGeometry';this.parameters={radius:radius,detail:detail};}OctahedronGeometry.prototype=Object.create(PolyhedronGeometry.prototype);OctahedronGeometry.prototype.constructor=OctahedronGeometry;/**\n * @author timothypratley / https://github.com/timothypratley\n */function IcosahedronGeometry(radius,detail){var t=(1+Math.sqrt(5))/2;var vertices=[-1,t,0,1,t,0,-1,-t,0,1,-t,0,0,-1,t,0,1,t,0,-1,-t,0,1,-t,t,0,-1,t,0,1,-t,0,-1,-t,0,1];var indices=[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1];PolyhedronGeometry.call(this,vertices,indices,radius,detail);this.type='IcosahedronGeometry';this.parameters={radius:radius,detail:detail};}IcosahedronGeometry.prototype=Object.create(PolyhedronGeometry.prototype);IcosahedronGeometry.prototype.constructor=IcosahedronGeometry;/**\n * @author Abe Pazos / https://hamoid.com\n */function DodecahedronGeometry(radius,detail){var t=(1+Math.sqrt(5))/2;var r=1/t;var vertices=[// (±1, ±1, ±1)\n-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,// (0, ±1/φ, ±φ)\n0,-r,-t,0,-r,t,0,r,-t,0,r,t,// (±1/φ, ±φ, 0)\n-r,-t,0,-r,t,0,r,-t,0,r,t,0,// (±φ, 0, ±1/φ)\n-t,0,-r,t,0,-r,-t,0,r,t,0,r];var indices=[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9];PolyhedronGeometry.call(this,vertices,indices,radius,detail);this.type='DodecahedronGeometry';this.parameters={radius:radius,detail:detail};}DodecahedronGeometry.prototype=Object.create(PolyhedronGeometry.prototype);DodecahedronGeometry.prototype.constructor=DodecahedronGeometry;/**\n * @author WestLangley / https://github.com/WestLangley\n * @author zz85 / https://github.com/zz85\n * @author miningold / https://github.com/miningold\n * @author jonobr1 / https://github.com/jonobr1\n *\n * Modified from the TorusKnotGeometry by @oosmoxiecode\n *\n * Creates a tube which extrudes along a 3d spline\n *\n * Uses parallel transport frames as described in\n * http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n */function TubeGeometry(path,segments,radius,radialSegments,closed,taper){Geometry.call(this);this.type='TubeGeometry';this.parameters={path:path,segments:segments,radius:radius,radialSegments:radialSegments,closed:closed,taper:taper};segments=segments||64;radius=radius||1;radialSegments=radialSegments||8;closed=closed||false;taper=taper||TubeGeometry.NoTaper;var grid=[];var scope=this,tangent,normal,binormal,numpoints=segments+1,u,v,r,cx,cy,pos,pos2=new Vector3(),i,j,ip,jp,a,b,c,d,uva,uvb,uvc,uvd;var frames=new TubeGeometry.FrenetFrames(path,segments,closed),tangents=frames.tangents,normals=frames.normals,binormals=frames.binormals;// proxy internals\nthis.tangents=tangents;this.normals=normals;this.binormals=binormals;function vert(x,y,z){return scope.vertices.push(new Vector3(x,y,z))-1;}// construct the grid\nfor(i=0;i<numpoints;i++){grid[i]=[];u=i/(numpoints-1);pos=path.getPointAt(u);tangent=tangents[i];normal=normals[i];binormal=binormals[i];r=radius*taper(u);for(j=0;j<radialSegments;j++){v=j/radialSegments*2*Math.PI;cx=-r*Math.cos(v);// TODO: Hack: Negating it so it faces outside.\ncy=r*Math.sin(v);pos2.copy(pos);pos2.x+=cx*normal.x+cy*binormal.x;pos2.y+=cx*normal.y+cy*binormal.y;pos2.z+=cx*normal.z+cy*binormal.z;grid[i][j]=vert(pos2.x,pos2.y,pos2.z);}}// construct the mesh\nfor(i=0;i<segments;i++){for(j=0;j<radialSegments;j++){ip=closed?(i+1)%segments:i+1;jp=(j+1)%radialSegments;a=grid[i][j];// *** NOT NECESSARILY PLANAR ! ***\nb=grid[ip][j];c=grid[ip][jp];d=grid[i][jp];uva=new Vector2(i/segments,j/radialSegments);uvb=new Vector2((i+1)/segments,j/radialSegments);uvc=new Vector2((i+1)/segments,(j+1)/radialSegments);uvd=new Vector2(i/segments,(j+1)/radialSegments);this.faces.push(new Face3(a,b,d));this.faceVertexUvs[0].push([uva,uvb,uvd]);this.faces.push(new Face3(b,c,d));this.faceVertexUvs[0].push([uvb.clone(),uvc,uvd.clone()]);}}this.computeFaceNormals();this.computeVertexNormals();}TubeGeometry.prototype=Object.create(Geometry.prototype);TubeGeometry.prototype.constructor=TubeGeometry;TubeGeometry.NoTaper=function(u){return 1;};TubeGeometry.SinusoidalTaper=function(u){return Math.sin(Math.PI*u);};// For computing of Frenet frames, exposing the tangents, normals and binormals the spline\nTubeGeometry.FrenetFrames=function(path,segments,closed){var normal=new Vector3(),tangents=[],normals=[],binormals=[],vec=new Vector3(),mat=new Matrix4(),numpoints=segments+1,theta,smallest,tx,ty,tz,i,u;// expose internals\nthis.tangents=tangents;this.normals=normals;this.binormals=binormals;// compute the tangent vectors for each segment on the path\nfor(i=0;i<numpoints;i++){u=i/(numpoints-1);tangents[i]=path.getTangentAt(u);tangents[i].normalize();}initialNormal3();/*\n \tfunction initialNormal1(lastBinormal) {\n \t\t// fixed start binormal. Has dangers of 0 vectors\n \t\tnormals[ 0 ] = new THREE.Vector3();\n \t\tbinormals[ 0 ] = new THREE.Vector3();\n \t\tif (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );\n \t\tnormals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();\n \t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();\n \t}\n\n \tfunction initialNormal2() {\n\n \t\t// This uses the Frenet-Serret formula for deriving binormal\n \t\tvar t2 = path.getTangentAt( epsilon );\n\n \t\tnormals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();\n \t\tbinormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n \t\tnormals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent\n \t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();\n\n \t}\n \t*/function initialNormal3(){// select an initial normal vector perpendicular to the first tangent vector,\n// and in the direction of the smallest tangent xyz component\nnormals[0]=new Vector3();binormals[0]=new Vector3();smallest=Number.MAX_VALUE;tx=Math.abs(tangents[0].x);ty=Math.abs(tangents[0].y);tz=Math.abs(tangents[0].z);if(tx<=smallest){smallest=tx;normal.set(1,0,0);}if(ty<=smallest){smallest=ty;normal.set(0,1,0);}if(tz<=smallest){normal.set(0,0,1);}vec.crossVectors(tangents[0],normal).normalize();normals[0].crossVectors(tangents[0],vec);binormals[0].crossVectors(tangents[0],normals[0]);}// compute the slowly-varying normal and binormal vectors for each segment on the path\nfor(i=1;i<numpoints;i++){normals[i]=normals[i-1].clone();binormals[i]=binormals[i-1].clone();vec.crossVectors(tangents[i-1],tangents[i]);if(vec.length()>Number.EPSILON){vec.normalize();theta=Math.acos(exports.Math.clamp(tangents[i-1].dot(tangents[i]),-1,1));// clamp for floating pt errors\nnormals[i].applyMatrix4(mat.makeRotationAxis(vec,theta));}binormals[i].crossVectors(tangents[i],normals[i]);}// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\nif(closed){theta=Math.acos(exports.Math.clamp(normals[0].dot(normals[numpoints-1]),-1,1));theta/=numpoints-1;if(tangents[0].dot(vec.crossVectors(normals[0],normals[numpoints-1]))>0){theta=-theta;}for(i=1;i<numpoints;i++){// twist a little...\nnormals[i].applyMatrix4(mat.makeRotationAxis(tangents[i],theta*i));binormals[i].crossVectors(tangents[i],normals[i]);}}};/**\n * @author Mugen87 / https://github.com/Mugen87\n *\n * see: http://www.blackpawn.com/texts/pqtorus/\n */function TorusKnotBufferGeometry(radius,tube,tubularSegments,radialSegments,p,q){BufferGeometry.call(this);this.type='TorusKnotBufferGeometry';this.parameters={radius:radius,tube:tube,tubularSegments:tubularSegments,radialSegments:radialSegments,p:p,q:q};radius=radius||100;tube=tube||40;tubularSegments=Math.floor(tubularSegments)||64;radialSegments=Math.floor(radialSegments)||8;p=p||2;q=q||3;// used to calculate buffer length\nvar vertexCount=(radialSegments+1)*(tubularSegments+1);var indexCount=radialSegments*tubularSegments*2*3;// buffers\nvar indices=new BufferAttribute(new(indexCount>65535?Uint32Array:Uint16Array)(indexCount),1);var vertices=new BufferAttribute(new Float32Array(vertexCount*3),3);var normals=new BufferAttribute(new Float32Array(vertexCount*3),3);var uvs=new BufferAttribute(new Float32Array(vertexCount*2),2);// helper variables\nvar i,j,index=0,indexOffset=0;var vertex=new Vector3();var normal=new Vector3();var uv=new Vector2();var P1=new Vector3();var P2=new Vector3();var B=new Vector3();var T=new Vector3();var N=new Vector3();// generate vertices, normals and uvs\nfor(i=0;i<=tubularSegments;++i){// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\nvar u=i/tubularSegments*p*Math.PI*2;// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\ncalculatePositionOnCurve(u,p,q,radius,P1);calculatePositionOnCurve(u+0.01,p,q,radius,P2);// calculate orthonormal basis\nT.subVectors(P2,P1);N.addVectors(P2,P1);B.crossVectors(T,N);N.crossVectors(B,T);// normalize B, N. T can be ignored, we don't use it\nB.normalize();N.normalize();for(j=0;j<=radialSegments;++j){// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\nvar v=j/radialSegments*Math.PI*2;var cx=-tube*Math.cos(v);var cy=tube*Math.sin(v);// now calculate the final vertex position.\n// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\nvertex.x=P1.x+(cx*N.x+cy*B.x);vertex.y=P1.y+(cx*N.y+cy*B.y);vertex.z=P1.z+(cx*N.z+cy*B.z);// vertex\nvertices.setXYZ(index,vertex.x,vertex.y,vertex.z);// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\nnormal.subVectors(vertex,P1).normalize();normals.setXYZ(index,normal.x,normal.y,normal.z);// uv\nuv.x=i/tubularSegments;uv.y=j/radialSegments;uvs.setXY(index,uv.x,uv.y);// increase index\nindex++;}}// generate indices\nfor(j=1;j<=tubularSegments;j++){for(i=1;i<=radialSegments;i++){// indices\nvar a=(radialSegments+1)*(j-1)+(i-1);var b=(radialSegments+1)*j+(i-1);var c=(radialSegments+1)*j+i;var d=(radialSegments+1)*(j-1)+i;// face one\nindices.setX(indexOffset,a);indexOffset++;indices.setX(indexOffset,b);indexOffset++;indices.setX(indexOffset,d);indexOffset++;// face two\nindices.setX(indexOffset,b);indexOffset++;indices.setX(indexOffset,c);indexOffset++;indices.setX(indexOffset,d);indexOffset++;}}// build geometry\nthis.setIndex(indices);this.addAttribute('position',vertices);this.addAttribute('normal',normals);this.addAttribute('uv',uvs);// this function calculates the current position on the torus curve\nfunction calculatePositionOnCurve(u,p,q,radius,position){var cu=Math.cos(u);var su=Math.sin(u);var quOverP=q/p*u;var cs=Math.cos(quOverP);position.x=radius*(2+cs)*0.5*cu;position.y=radius*(2+cs)*su*0.5;position.z=radius*Math.sin(quOverP)*0.5;}}TorusKnotBufferGeometry.prototype=Object.create(BufferGeometry.prototype);TorusKnotBufferGeometry.prototype.constructor=TorusKnotBufferGeometry;/**\n * @author oosmoxiecode\n */function TorusKnotGeometry(radius,tube,tubularSegments,radialSegments,p,q,heightScale){Geometry.call(this);this.type='TorusKnotGeometry';this.parameters={radius:radius,tube:tube,tubularSegments:tubularSegments,radialSegments:radialSegments,p:p,q:q};if(heightScale!==undefined)console.warn('THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.');this.fromBufferGeometry(new TorusKnotBufferGeometry(radius,tube,tubularSegments,radialSegments,p,q));this.mergeVertices();}TorusKnotGeometry.prototype=Object.create(Geometry.prototype);TorusKnotGeometry.prototype.constructor=TorusKnotGeometry;/**\n * @author Mugen87 / https://github.com/Mugen87\n */function TorusBufferGeometry(radius,tube,radialSegments,tubularSegments,arc){BufferGeometry.call(this);this.type='TorusBufferGeometry';this.parameters={radius:radius,tube:tube,radialSegments:radialSegments,tubularSegments:tubularSegments,arc:arc};radius=radius||100;tube=tube||40;radialSegments=Math.floor(radialSegments)||8;tubularSegments=Math.floor(tubularSegments)||6;arc=arc||Math.PI*2;// used to calculate buffer length\nvar vertexCount=(radialSegments+1)*(tubularSegments+1);var indexCount=radialSegments*tubularSegments*2*3;// buffers\nvar indices=new(indexCount>65535?Uint32Array:Uint16Array)(indexCount);var vertices=new Float32Array(vertexCount*3);var normals=new Float32Array(vertexCount*3);var uvs=new Float32Array(vertexCount*2);// offset variables\nvar vertexBufferOffset=0;var uvBufferOffset=0;var indexBufferOffset=0;// helper variables\nvar center=new Vector3();var vertex=new Vector3();var normal=new Vector3();var j,i;// generate vertices, normals and uvs\nfor(j=0;j<=radialSegments;j++){for(i=0;i<=tubularSegments;i++){var u=i/tubularSegments*arc;var v=j/radialSegments*Math.PI*2;// vertex\nvertex.x=(radius+tube*Math.cos(v))*Math.cos(u);vertex.y=(radius+tube*Math.cos(v))*Math.sin(u);vertex.z=tube*Math.sin(v);vertices[vertexBufferOffset]=vertex.x;vertices[vertexBufferOffset+1]=vertex.y;vertices[vertexBufferOffset+2]=vertex.z;// this vector is used to calculate the normal\ncenter.x=radius*Math.cos(u);center.y=radius*Math.sin(u);// normal\nnormal.subVectors(vertex,center).normalize();normals[vertexBufferOffset]=normal.x;normals[vertexBufferOffset+1]=normal.y;normals[vertexBufferOffset+2]=normal.z;// uv\nuvs[uvBufferOffset]=i/tubularSegments;uvs[uvBufferOffset+1]=j/radialSegments;// update offsets\nvertexBufferOffset+=3;uvBufferOffset+=2;}}// generate indices\nfor(j=1;j<=radialSegments;j++){for(i=1;i<=tubularSegments;i++){// indices\nvar a=(tubularSegments+1)*j+i-1;var b=(tubularSegments+1)*(j-1)+i-1;var c=(tubularSegments+1)*(j-1)+i;var d=(tubularSegments+1)*j+i;// face one\nindices[indexBufferOffset]=a;indices[indexBufferOffset+1]=b;indices[indexBufferOffset+2]=d;// face two\nindices[indexBufferOffset+3]=b;indices[indexBufferOffset+4]=c;indices[indexBufferOffset+5]=d;// update offset\nindexBufferOffset+=6;}}// build geometry\nthis.setIndex(new BufferAttribute(indices,1));this.addAttribute('position',new BufferAttribute(vertices,3));this.addAttribute('normal',new BufferAttribute(normals,3));this.addAttribute('uv',new BufferAttribute(uvs,2));}TorusBufferGeometry.prototype=Object.create(BufferGeometry.prototype);TorusBufferGeometry.prototype.constructor=TorusBufferGeometry;/**\n * @author oosmoxiecode\n * @author mrdoob / http://mrdoob.com/\n * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888\n */function TorusGeometry(radius,tube,radialSegments,tubularSegments,arc){Geometry.call(this);this.type='TorusGeometry';this.parameters={radius:radius,tube:tube,radialSegments:radialSegments,tubularSegments:tubularSegments,arc:arc};this.fromBufferGeometry(new TorusBufferGeometry(radius,tube,radialSegments,tubularSegments,arc));}TorusGeometry.prototype=Object.create(Geometry.prototype);TorusGeometry.prototype.constructor=TorusGeometry;/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */exports.ShapeUtils={// calculate area of the contour polygon\narea:function area(contour){var n=contour.length;var a=0.0;for(var p=n-1,q=0;q<n;p=q++){a+=contour[p].x*contour[q].y-contour[q].x*contour[p].y;}return a*0.5;},triangulate:function(){/**\n \t\t * This code is a quick port of code written in C++ which was submitted to\n \t\t * flipcode.com by John W. Ratcliff // July 22, 2000\n \t\t * See original code and more information here:\n \t\t * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml\n \t\t *\n \t\t * ported to actionscript by Zevan Rosser\n \t\t * www.actionsnippet.com\n \t\t *\n \t\t * ported to javascript by Joshua Koo\n \t\t * http://www.lab4games.net/zz85/blog\n \t\t *\n \t\t */function snip(contour,u,v,w,n,verts){var p;var ax,ay,bx,by;var cx,cy,px,py;ax=contour[verts[u]].x;ay=contour[verts[u]].y;bx=contour[verts[v]].x;by=contour[verts[v]].y;cx=contour[verts[w]].x;cy=contour[verts[w]].y;if(Number.EPSILON>(bx-ax)*(cy-ay)-(by-ay)*(cx-ax))return false;var aX,aY,bX,bY,cX,cY;var apx,apy,bpx,bpy,cpx,cpy;var cCROSSap,bCROSScp,aCROSSbp;aX=cx-bx;aY=cy-by;bX=ax-cx;bY=ay-cy;cX=bx-ax;cY=by-ay;for(p=0;p<n;p++){px=contour[verts[p]].x;py=contour[verts[p]].y;if(px===ax&&py===ay||px===bx&&py===by||px===cx&&py===cy)continue;apx=px-ax;apy=py-ay;bpx=px-bx;bpy=py-by;cpx=px-cx;cpy=py-cy;// see if p is inside triangle abc\naCROSSbp=aX*bpy-aY*bpx;cCROSSap=cX*apy-cY*apx;bCROSScp=bX*cpy-bY*cpx;if(aCROSSbp>=-Number.EPSILON&&bCROSScp>=-Number.EPSILON&&cCROSSap>=-Number.EPSILON)return false;}return true;}// takes in an contour array and returns\nreturn function triangulate(contour,indices){var n=contour.length;if(n<3)return null;var result=[],verts=[],vertIndices=[];/* we want a counter-clockwise polygon in verts */var u,v,w;if(exports.ShapeUtils.area(contour)>0.0){for(v=0;v<n;v++){verts[v]=v;}}else{for(v=0;v<n;v++){verts[v]=n-1-v;}}var nv=n;/* remove nv - 2 vertices, creating 1 triangle every time */var count=2*nv;/* error detection */for(v=nv-1;nv>2;){/* if we loop, it is probably a non-simple polygon */if(count--<=0){//** Triangulate: ERROR - probable bad polygon!\n//throw ( \"Warning, unable to triangulate polygon!\" );\n//return null;\n// Sometimes warning is fine, especially polygons are triangulated in reverse.\nconsole.warn('THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()');if(indices)return vertIndices;return result;}/* three consecutive vertices in current polygon, <u,v,w> */u=v;if(nv<=u)u=0;/* previous */v=u+1;if(nv<=v)v=0;/* new v */w=v+1;if(nv<=w)w=0;/* next */if(snip(contour,u,v,w,nv,verts)){var a,b,c,s,t;/* true names of the vertices */a=verts[u];b=verts[v];c=verts[w];/* output Triangle */result.push([contour[a],contour[b],contour[c]]);vertIndices.push([verts[u],verts[v],verts[w]]);/* remove v from the remaining polygon */for(s=v,t=v+1;t<nv;s++,t++){verts[s]=verts[t];}nv--;/* reset error detection counter */count=2*nv;}}if(indices)return vertIndices;return result;};}(),triangulateShape:function triangulateShape(contour,holes){function removeDupEndPts(points){var l=points.length;if(l>2&&points[l-1].equals(points[0])){points.pop();}}removeDupEndPts(contour);holes.forEach(removeDupEndPts);function point_in_segment_2D_colin(inSegPt1,inSegPt2,inOtherPt){// inOtherPt needs to be collinear to the inSegment\nif(inSegPt1.x!==inSegPt2.x){if(inSegPt1.x<inSegPt2.x){return inSegPt1.x<=inOtherPt.x&&inOtherPt.x<=inSegPt2.x;}else{return inSegPt2.x<=inOtherPt.x&&inOtherPt.x<=inSegPt1.x;}}else{if(inSegPt1.y<inSegPt2.y){return inSegPt1.y<=inOtherPt.y&&inOtherPt.y<=inSegPt2.y;}else{return inSegPt2.y<=inOtherPt.y&&inOtherPt.y<=inSegPt1.y;}}}function intersect_segments_2D(inSeg1Pt1,inSeg1Pt2,inSeg2Pt1,inSeg2Pt2,inExcludeAdjacentSegs){var seg1dx=inSeg1Pt2.x-inSeg1Pt1.x,seg1dy=inSeg1Pt2.y-inSeg1Pt1.y;var seg2dx=inSeg2Pt2.x-inSeg2Pt1.x,seg2dy=inSeg2Pt2.y-inSeg2Pt1.y;var seg1seg2dx=inSeg1Pt1.x-inSeg2Pt1.x;var seg1seg2dy=inSeg1Pt1.y-inSeg2Pt1.y;var limit=seg1dy*seg2dx-seg1dx*seg2dy;var perpSeg1=seg1dy*seg1seg2dx-seg1dx*seg1seg2dy;if(Math.abs(limit)>Number.EPSILON){// not parallel\nvar perpSeg2;if(limit>0){if(perpSeg1<0||perpSeg1>limit)return[];perpSeg2=seg2dy*seg1seg2dx-seg2dx*seg1seg2dy;if(perpSeg2<0||perpSeg2>limit)return[];}else{if(perpSeg1>0||perpSeg1<limit)return[];perpSeg2=seg2dy*seg1seg2dx-seg2dx*seg1seg2dy;if(perpSeg2>0||perpSeg2<limit)return[];}// i.e. to reduce rounding errors\n// intersection at endpoint of segment#1?\nif(perpSeg2===0){if(inExcludeAdjacentSegs&&(perpSeg1===0||perpSeg1===limit))return[];return[inSeg1Pt1];}if(perpSeg2===limit){if(inExcludeAdjacentSegs&&(perpSeg1===0||perpSeg1===limit))return[];return[inSeg1Pt2];}// intersection at endpoint of segment#2?\nif(perpSeg1===0)return[inSeg2Pt1];if(perpSeg1===limit)return[inSeg2Pt2];// return real intersection point\nvar factorSeg1=perpSeg2/limit;return[{x:inSeg1Pt1.x+factorSeg1*seg1dx,y:inSeg1Pt1.y+factorSeg1*seg1dy}];}else{// parallel or collinear\nif(perpSeg1!==0||seg2dy*seg1seg2dx!==seg2dx*seg1seg2dy)return[];// they are collinear or degenerate\nvar seg1Pt=seg1dx===0&&seg1dy===0;// segment1 is just a point?\nvar seg2Pt=seg2dx===0&&seg2dy===0;// segment2 is just a point?\n// both segments are points\nif(seg1Pt&&seg2Pt){if(inSeg1Pt1.x!==inSeg2Pt1.x||inSeg1Pt1.y!==inSeg2Pt1.y)return[];// they are distinct points\nreturn[inSeg1Pt1];// they are the same point\n}// segment#1 is a single point\nif(seg1Pt){if(!point_in_segment_2D_colin(inSeg2Pt1,inSeg2Pt2,inSeg1Pt1))return[];// but not in segment#2\nreturn[inSeg1Pt1];}// segment#2 is a single point\nif(seg2Pt){if(!point_in_segment_2D_colin(inSeg1Pt1,inSeg1Pt2,inSeg2Pt1))return[];// but not in segment#1\nreturn[inSeg2Pt1];}// they are collinear segments, which might overlap\nvar seg1min,seg1max,seg1minVal,seg1maxVal;var seg2min,seg2max,seg2minVal,seg2maxVal;if(seg1dx!==0){// the segments are NOT on a vertical line\nif(inSeg1Pt1.x<inSeg1Pt2.x){seg1min=inSeg1Pt1;seg1minVal=inSeg1Pt1.x;seg1max=inSeg1Pt2;seg1maxVal=inSeg1Pt2.x;}else{seg1min=inSeg1Pt2;seg1minVal=inSeg1Pt2.x;seg1max=inSeg1Pt1;seg1maxVal=inSeg1Pt1.x;}if(inSeg2Pt1.x<inSeg2Pt2.x){seg2min=inSeg2Pt1;seg2minVal=inSeg2Pt1.x;seg2max=inSeg2Pt2;seg2maxVal=inSeg2Pt2.x;}else{seg2min=inSeg2Pt2;seg2minVal=inSeg2Pt2.x;seg2max=inSeg2Pt1;seg2maxVal=inSeg2Pt1.x;}}else{// the segments are on a vertical line\nif(inSeg1Pt1.y<inSeg1Pt2.y){seg1min=inSeg1Pt1;seg1minVal=inSeg1Pt1.y;seg1max=inSeg1Pt2;seg1maxVal=inSeg1Pt2.y;}else{seg1min=inSeg1Pt2;seg1minVal=inSeg1Pt2.y;seg1max=inSeg1Pt1;seg1maxVal=inSeg1Pt1.y;}if(inSeg2Pt1.y<inSeg2Pt2.y){seg2min=inSeg2Pt1;seg2minVal=inSeg2Pt1.y;seg2max=inSeg2Pt2;seg2maxVal=inSeg2Pt2.y;}else{seg2min=inSeg2Pt2;seg2minVal=inSeg2Pt2.y;seg2max=inSeg2Pt1;seg2maxVal=inSeg2Pt1.y;}}if(seg1minVal<=seg2minVal){if(seg1maxVal<seg2minVal)return[];if(seg1maxVal===seg2minVal){if(inExcludeAdjacentSegs)return[];return[seg2min];}if(seg1maxVal<=seg2maxVal)return[seg2min,seg1max];return[seg2min,seg2max];}else{if(seg1minVal>seg2maxVal)return[];if(seg1minVal===seg2maxVal){if(inExcludeAdjacentSegs)return[];return[seg1min];}if(seg1maxVal<=seg2maxVal)return[seg1min,seg1max];return[seg1min,seg2max];}}}function isPointInsideAngle(inVertex,inLegFromPt,inLegToPt,inOtherPt){// The order of legs is important\n// translation of all points, so that Vertex is at (0,0)\nvar legFromPtX=inLegFromPt.x-inVertex.x,legFromPtY=inLegFromPt.y-inVertex.y;var legToPtX=inLegToPt.x-inVertex.x,legToPtY=inLegToPt.y-inVertex.y;var otherPtX=inOtherPt.x-inVertex.x,otherPtY=inOtherPt.y-inVertex.y;// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.\nvar from2toAngle=legFromPtX*legToPtY-legFromPtY*legToPtX;var from2otherAngle=legFromPtX*otherPtY-legFromPtY*otherPtX;if(Math.abs(from2toAngle)>Number.EPSILON){// angle != 180 deg.\nvar other2toAngle=otherPtX*legToPtY-otherPtY*legToPtX;// console.log( \"from2to: \" + from2toAngle + \", from2other: \" + from2otherAngle + \", other2to: \" + other2toAngle );\nif(from2toAngle>0){// main angle < 180 deg.\nreturn from2otherAngle>=0&&other2toAngle>=0;}else{// main angle > 180 deg.\nreturn from2otherAngle>=0||other2toAngle>=0;}}else{// angle == 180 deg.\n// console.log( \"from2to: 180 deg., from2other: \" + from2otherAngle );\nreturn from2otherAngle>0;}}function removeHoles(contour,holes){var shape=contour.concat();// work on this shape\nvar hole;function isCutLineInsideAngles(inShapeIdx,inHoleIdx){// Check if hole point lies within angle around shape point\nvar lastShapeIdx=shape.length-1;var prevShapeIdx=inShapeIdx-1;if(prevShapeIdx<0)prevShapeIdx=lastShapeIdx;var nextShapeIdx=inShapeIdx+1;if(nextShapeIdx>lastShapeIdx)nextShapeIdx=0;var insideAngle=isPointInsideAngle(shape[inShapeIdx],shape[prevShapeIdx],shape[nextShapeIdx],hole[inHoleIdx]);if(!insideAngle){// console.log( \"Vertex (Shape): \" + inShapeIdx + \", Point: \" + hole[inHoleIdx].x + \"/\" + hole[inHoleIdx].y );\nreturn false;}// Check if shape point lies within angle around hole point\nvar lastHoleIdx=hole.length-1;var prevHoleIdx=inHoleIdx-1;if(prevHoleIdx<0)prevHoleIdx=lastHoleIdx;var nextHoleIdx=inHoleIdx+1;if(nextHoleIdx>lastHoleIdx)nextHoleIdx=0;insideAngle=isPointInsideAngle(hole[inHoleIdx],hole[prevHoleIdx],hole[nextHoleIdx],shape[inShapeIdx]);if(!insideAngle){// console.log( \"Vertex (Hole): \" + inHoleIdx + \", Point: \" + shape[inShapeIdx].x + \"/\" + shape[inShapeIdx].y );\nreturn false;}return true;}function intersectsShapeEdge(inShapePt,inHolePt){// checks for intersections with shape edges\nvar sIdx,nextIdx,intersection;for(sIdx=0;sIdx<shape.length;sIdx++){nextIdx=sIdx+1;nextIdx%=shape.length;intersection=intersect_segments_2D(inShapePt,inHolePt,shape[sIdx],shape[nextIdx],true);if(intersection.length>0)return true;}return false;}var indepHoles=[];function intersectsHoleEdge(inShapePt,inHolePt){// checks for intersections with hole edges\nvar ihIdx,chkHole,hIdx,nextIdx,intersection;for(ihIdx=0;ihIdx<indepHoles.length;ihIdx++){chkHole=holes[indepHoles[ihIdx]];for(hIdx=0;hIdx<chkHole.length;hIdx++){nextIdx=hIdx+1;nextIdx%=chkHole.length;intersection=intersect_segments_2D(inShapePt,inHolePt,chkHole[hIdx],chkHole[nextIdx],true);if(intersection.length>0)return true;}}return false;}var holeIndex,shapeIndex,shapePt,holePt,holeIdx,cutKey,failedCuts=[],tmpShape1,tmpShape2,tmpHole1,tmpHole2;for(var h=0,hl=holes.length;h<hl;h++){indepHoles.push(h);}var minShapeIndex=0;var counter=indepHoles.length*2;while(indepHoles.length>0){counter--;if(counter<0){console.log(\"Infinite Loop! Holes left:\"+indepHoles.length+\", Probably Hole outside Shape!\");break;}// search for shape-vertex and hole-vertex,\n// which can be connected without intersections\nfor(shapeIndex=minShapeIndex;shapeIndex<shape.length;shapeIndex++){shapePt=shape[shapeIndex];holeIndex=-1;// search for hole which can be reached without intersections\nfor(var h=0;h<indepHoles.length;h++){holeIdx=indepHoles[h];// prevent multiple checks\ncutKey=shapePt.x+\":\"+shapePt.y+\":\"+holeIdx;if(failedCuts[cutKey]!==undefined)continue;hole=holes[holeIdx];for(var h2=0;h2<hole.length;h2++){holePt=hole[h2];if(!isCutLineInsideAngles(shapeIndex,h2))continue;if(intersectsShapeEdge(shapePt,holePt))continue;if(intersectsHoleEdge(shapePt,holePt))continue;holeIndex=h2;indepHoles.splice(h,1);tmpShape1=shape.slice(0,shapeIndex+1);tmpShape2=shape.slice(shapeIndex);tmpHole1=hole.slice(holeIndex);tmpHole2=hole.slice(0,holeIndex+1);shape=tmpShape1.concat(tmpHole1).concat(tmpHole2).concat(tmpShape2);minShapeIndex=shapeIndex;// Debug only, to show the selected cuts\n// glob_CutLines.push( [ shapePt, holePt ] );\nbreak;}if(holeIndex>=0)break;// hole-vertex found\nfailedCuts[cutKey]=true;// remember failure\n}if(holeIndex>=0)break;// hole-vertex found\n}}return shape;/* shape with no holes */}var i,il,f,face,key,index,allPointsMap={};// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.\nvar allpoints=contour.concat();for(var h=0,hl=holes.length;h<hl;h++){Array.prototype.push.apply(allpoints,holes[h]);}//console.log( \"allpoints\",allpoints, allpoints.length );\n// prepare all points map\nfor(i=0,il=allpoints.length;i<il;i++){key=allpoints[i].x+\":\"+allpoints[i].y;if(allPointsMap[key]!==undefined){console.warn(\"THREE.ShapeUtils: Duplicate point\",key,i);}allPointsMap[key]=i;}// remove holes by cutting paths to holes and adding them to the shape\nvar shapeWithoutHoles=removeHoles(contour,holes);var triangles=exports.ShapeUtils.triangulate(shapeWithoutHoles,false);// True returns indices for points of spooled shape\n//console.log( \"triangles\",triangles, triangles.length );\n// check all face vertices against all points map\nfor(i=0,il=triangles.length;i<il;i++){face=triangles[i];for(f=0;f<3;f++){key=face[f].x+\":\"+face[f].y;index=allPointsMap[key];if(index!==undefined){face[f]=index;}}}return triangles.concat();},isClockWise:function isClockWise(pts){return exports.ShapeUtils.area(pts)<0;},// Bezier Curves formulas obtained from\n// http://en.wikipedia.org/wiki/B%C3%A9zier_curve\n// Quad Bezier Functions\nb2:function(){function b2p0(t,p){var k=1-t;return k*k*p;}function b2p1(t,p){return 2*(1-t)*t*p;}function b2p2(t,p){return t*t*p;}return function b2(t,p0,p1,p2){return b2p0(t,p0)+b2p1(t,p1)+b2p2(t,p2);};}(),// Cubic Bezier Functions\nb3:function(){function b3p0(t,p){var k=1-t;return k*k*k*p;}function b3p1(t,p){var k=1-t;return 3*k*k*t*p;}function b3p2(t,p){var k=1-t;return 3*k*t*t*p;}function b3p3(t,p){return t*t*t*p;}return function b3(t,p0,p1,p2,p3){return b3p0(t,p0)+b3p1(t,p1)+b3p2(t,p2)+b3p3(t,p3);};}()};/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: <int>, // number of points on the curves\n * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * amount: <int>, // Depth to extrude the shape\n *\n * bevelEnabled: <bool>, // turn on bevel\n * bevelThickness: <float>, // how deep into the original shape bevel goes\n * bevelSize: <float>, // how far from shape outline is bevel\n * bevelSegments: <int>, // number of bevel layers\n *\n * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)\n * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals\n *\n * uvGenerator: <Object> // object that provides UV generator functions\n *\n * }\n **/function ExtrudeGeometry(shapes,options){if(typeof shapes===\"undefined\"){shapes=[];return;}Geometry.call(this);this.type='ExtrudeGeometry';shapes=Array.isArray(shapes)?shapes:[shapes];this.addShapeList(shapes,options);this.computeFaceNormals();// can't really use automatic vertex normals\n// as then front and back sides get smoothed too\n// should do separate smoothing just for sides\n//this.computeVertexNormals();\n//console.log( \"took\", ( Date.now() - startTime ) );\n}ExtrudeGeometry.prototype=Object.create(Geometry.prototype);ExtrudeGeometry.prototype.constructor=ExtrudeGeometry;ExtrudeGeometry.prototype.addShapeList=function(shapes,options){var sl=shapes.length;for(var s=0;s<sl;s++){var shape=shapes[s];this.addShape(shape,options);}};ExtrudeGeometry.prototype.addShape=function(shape,options){var amount=options.amount!==undefined?options.amount:100;var bevelThickness=options.bevelThickness!==undefined?options.bevelThickness:6;// 10\nvar bevelSize=options.bevelSize!==undefined?options.bevelSize:bevelThickness-2;// 8\nvar bevelSegments=options.bevelSegments!==undefined?options.bevelSegments:3;var bevelEnabled=options.bevelEnabled!==undefined?options.bevelEnabled:true;// false\nvar curveSegments=options.curveSegments!==undefined?options.curveSegments:12;var steps=options.steps!==undefined?options.steps:1;var extrudePath=options.extrudePath;var extrudePts,extrudeByPath=false;// Use default WorldUVGenerator if no UV generators are specified.\nvar uvgen=options.UVGenerator!==undefined?options.UVGenerator:ExtrudeGeometry.WorldUVGenerator;var splineTube,binormal,normal,position2;if(extrudePath){extrudePts=extrudePath.getSpacedPoints(steps);extrudeByPath=true;bevelEnabled=false;// bevels not supported for path extrusion\n// SETUP TNB variables\n// Reuse TNB from TubeGeomtry for now.\n// TODO1 - have a .isClosed in spline?\nsplineTube=options.frames!==undefined?options.frames:new TubeGeometry.FrenetFrames(extrudePath,steps,false);// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\nbinormal=new Vector3();normal=new Vector3();position2=new Vector3();}// Safeguards if bevels are not enabled\nif(!bevelEnabled){bevelSegments=0;bevelThickness=0;bevelSize=0;}// Variables initialization\nvar ahole,h,hl;// looping of holes\nvar scope=this;var shapesOffset=this.vertices.length;var shapePoints=shape.extractPoints(curveSegments);var vertices=shapePoints.shape;var holes=shapePoints.holes;var reverse=!exports.ShapeUtils.isClockWise(vertices);if(reverse){vertices=vertices.reverse();// Maybe we should also check if holes are in the opposite direction, just to be safe ...\nfor(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];if(exports.ShapeUtils.isClockWise(ahole)){holes[h]=ahole.reverse();}}reverse=false;// If vertices are in order now, we shouldn't need to worry about them again (hopefully)!\n}var faces=exports.ShapeUtils.triangulateShape(vertices,holes);/* Vertices */var contour=vertices;// vertices has all points but contour has only points of circumference\nfor(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];vertices=vertices.concat(ahole);}function scalePt2(pt,vec,size){if(!vec)console.error(\"THREE.ExtrudeGeometry: vec does not exist\");return vec.clone().multiplyScalar(size).add(pt);}var b,bs,t,z,vert,vlen=vertices.length,face,flen=faces.length;// Find directions for point movement\nfunction getBevelVec(inPt,inPrev,inNext){// computes for inPt the corresponding point inPt' on a new contour\n// shifted by 1 unit (length of normalized vector) to the left\n// if we walk along contour clockwise, this new contour is outside the old one\n//\n// inPt' is the intersection of the two lines parallel to the two\n// adjacent edges of inPt at a distance of 1 unit on the left side.\nvar v_trans_x,v_trans_y,shrink_by=1;// resulting translation vector for inPt\n// good reading for geometry algorithms (here: line-line intersection)\n// http://geomalgorithms.com/a05-_intersect-1.html\nvar v_prev_x=inPt.x-inPrev.x,v_prev_y=inPt.y-inPrev.y;var v_next_x=inNext.x-inPt.x,v_next_y=inNext.y-inPt.y;var v_prev_lensq=v_prev_x*v_prev_x+v_prev_y*v_prev_y;// check for collinear edges\nvar collinear0=v_prev_x*v_next_y-v_prev_y*v_next_x;if(Math.abs(collinear0)>Number.EPSILON){// not collinear\n// length of vectors for normalizing\nvar v_prev_len=Math.sqrt(v_prev_lensq);var v_next_len=Math.sqrt(v_next_x*v_next_x+v_next_y*v_next_y);// shift adjacent points by unit vectors to the left\nvar ptPrevShift_x=inPrev.x-v_prev_y/v_prev_len;var ptPrevShift_y=inPrev.y+v_prev_x/v_prev_len;var ptNextShift_x=inNext.x-v_next_y/v_next_len;var ptNextShift_y=inNext.y+v_next_x/v_next_len;// scaling factor for v_prev to intersection point\nvar sf=((ptNextShift_x-ptPrevShift_x)*v_next_y-(ptNextShift_y-ptPrevShift_y)*v_next_x)/(v_prev_x*v_next_y-v_prev_y*v_next_x);// vector from inPt to intersection point\nv_trans_x=ptPrevShift_x+v_prev_x*sf-inPt.x;v_trans_y=ptPrevShift_y+v_prev_y*sf-inPt.y;// Don't normalize!, otherwise sharp corners become ugly\n// but prevent crazy spikes\nvar v_trans_lensq=v_trans_x*v_trans_x+v_trans_y*v_trans_y;if(v_trans_lensq<=2){return new Vector2(v_trans_x,v_trans_y);}else{shrink_by=Math.sqrt(v_trans_lensq/2);}}else{// handle special case of collinear edges\nvar direction_eq=false;// assumes: opposite\nif(v_prev_x>Number.EPSILON){if(v_next_x>Number.EPSILON){direction_eq=true;}}else{if(v_prev_x<-Number.EPSILON){if(v_next_x<-Number.EPSILON){direction_eq=true;}}else{if(Math.sign(v_prev_y)===Math.sign(v_next_y)){direction_eq=true;}}}if(direction_eq){// console.log(\"Warning: lines are a straight sequence\");\nv_trans_x=-v_prev_y;v_trans_y=v_prev_x;shrink_by=Math.sqrt(v_prev_lensq);}else{// console.log(\"Warning: lines are a straight spike\");\nv_trans_x=v_prev_x;v_trans_y=v_prev_y;shrink_by=Math.sqrt(v_prev_lensq/2);}}return new Vector2(v_trans_x/shrink_by,v_trans_y/shrink_by);}var contourMovements=[];for(var i=0,il=contour.length,j=il-1,k=i+1;i<il;i++,j++,k++){if(j===il)j=0;if(k===il)k=0;// (j)---(i)---(k)\n// console.log('i,j,k', i, j , k)\ncontourMovements[i]=getBevelVec(contour[i],contour[j],contour[k]);}var holesMovements=[],oneHoleMovements,verticesMovements=contourMovements.concat();for(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];oneHoleMovements=[];for(i=0,il=ahole.length,j=il-1,k=i+1;i<il;i++,j++,k++){if(j===il)j=0;if(k===il)k=0;// (j)---(i)---(k)\noneHoleMovements[i]=getBevelVec(ahole[i],ahole[j],ahole[k]);}holesMovements.push(oneHoleMovements);verticesMovements=verticesMovements.concat(oneHoleMovements);}// Loop bevelSegments, 1 for the front, 1 for the back\nfor(b=0;b<bevelSegments;b++){//for ( b = bevelSegments; b > 0; b -- ) {\nt=b/bevelSegments;z=bevelThickness*Math.cos(t*Math.PI/2);bs=bevelSize*Math.sin(t*Math.PI/2);// contract shape\nfor(i=0,il=contour.length;i<il;i++){vert=scalePt2(contour[i],contourMovements[i],bs);v(vert.x,vert.y,-z);}// expand holes\nfor(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];oneHoleMovements=holesMovements[h];for(i=0,il=ahole.length;i<il;i++){vert=scalePt2(ahole[i],oneHoleMovements[i],bs);v(vert.x,vert.y,-z);}}}bs=bevelSize;// Back facing vertices\nfor(i=0;i<vlen;i++){vert=bevelEnabled?scalePt2(vertices[i],verticesMovements[i],bs):vertices[i];if(!extrudeByPath){v(vert.x,vert.y,0);}else{// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\nnormal.copy(splineTube.normals[0]).multiplyScalar(vert.x);binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);position2.copy(extrudePts[0]).add(normal).add(binormal);v(position2.x,position2.y,position2.z);}}// Add stepped vertices...\n// Including front facing vertices\nvar s;for(s=1;s<=steps;s++){for(i=0;i<vlen;i++){vert=bevelEnabled?scalePt2(vertices[i],verticesMovements[i],bs):vertices[i];if(!extrudeByPath){v(vert.x,vert.y,amount/steps*s);}else{// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\nnormal.copy(splineTube.normals[s]).multiplyScalar(vert.x);binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);position2.copy(extrudePts[s]).add(normal).add(binormal);v(position2.x,position2.y,position2.z);}}}// Add bevel segments planes\n//for ( b = 1; b <= bevelSegments; b ++ ) {\nfor(b=bevelSegments-1;b>=0;b--){t=b/bevelSegments;z=bevelThickness*Math.cos(t*Math.PI/2);bs=bevelSize*Math.sin(t*Math.PI/2);// contract shape\nfor(i=0,il=contour.length;i<il;i++){vert=scalePt2(contour[i],contourMovements[i],bs);v(vert.x,vert.y,amount+z);}// expand holes\nfor(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];oneHoleMovements=holesMovements[h];for(i=0,il=ahole.length;i<il;i++){vert=scalePt2(ahole[i],oneHoleMovements[i],bs);if(!extrudeByPath){v(vert.x,vert.y,amount+z);}else{v(vert.x,vert.y+extrudePts[steps-1].y,extrudePts[steps-1].x+z);}}}}/* Faces */// Top and bottom faces\nbuildLidFaces();// Sides faces\nbuildSideFaces();///// Internal functions\nfunction buildLidFaces(){if(bevelEnabled){var layer=0;// steps + 1\nvar offset=vlen*layer;// Bottom faces\nfor(i=0;i<flen;i++){face=faces[i];f3(face[2]+offset,face[1]+offset,face[0]+offset);}layer=steps+bevelSegments*2;offset=vlen*layer;// Top faces\nfor(i=0;i<flen;i++){face=faces[i];f3(face[0]+offset,face[1]+offset,face[2]+offset);}}else{// Bottom faces\nfor(i=0;i<flen;i++){face=faces[i];f3(face[2],face[1],face[0]);}// Top faces\nfor(i=0;i<flen;i++){face=faces[i];f3(face[0]+vlen*steps,face[1]+vlen*steps,face[2]+vlen*steps);}}}// Create faces for the z-sides of the shape\nfunction buildSideFaces(){var layeroffset=0;sidewalls(contour,layeroffset);layeroffset+=contour.length;for(h=0,hl=holes.length;h<hl;h++){ahole=holes[h];sidewalls(ahole,layeroffset);//, true\nlayeroffset+=ahole.length;}}function sidewalls(contour,layeroffset){var j,k;i=contour.length;while(--i>=0){j=i;k=i-1;if(k<0)k=contour.length-1;//console.log('b', i,j, i-1, k,vertices.length);\nvar s=0,sl=steps+bevelSegments*2;for(s=0;s<sl;s++){var slen1=vlen*s;var slen2=vlen*(s+1);var a=layeroffset+j+slen1,b=layeroffset+k+slen1,c=layeroffset+k+slen2,d=layeroffset+j+slen2;f4(a,b,c,d,contour,s,sl,j,k);}}}function v(x,y,z){scope.vertices.push(new Vector3(x,y,z));}function f3(a,b,c){a+=shapesOffset;b+=shapesOffset;c+=shapesOffset;scope.faces.push(new Face3(a,b,c,null,null,0));var uvs=uvgen.generateTopUV(scope,a,b,c);scope.faceVertexUvs[0].push(uvs);}function f4(a,b,c,d,wallContour,stepIndex,stepsLength,contourIndex1,contourIndex2){a+=shapesOffset;b+=shapesOffset;c+=shapesOffset;d+=shapesOffset;scope.faces.push(new Face3(a,b,d,null,null,1));scope.faces.push(new Face3(b,c,d,null,null,1));var uvs=uvgen.generateSideWallUV(scope,a,b,c,d);scope.faceVertexUvs[0].push([uvs[0],uvs[1],uvs[3]]);scope.faceVertexUvs[0].push([uvs[1],uvs[2],uvs[3]]);}};ExtrudeGeometry.WorldUVGenerator={generateTopUV:function generateTopUV(geometry,indexA,indexB,indexC){var vertices=geometry.vertices;var a=vertices[indexA];var b=vertices[indexB];var c=vertices[indexC];return[new Vector2(a.x,a.y),new Vector2(b.x,b.y),new Vector2(c.x,c.y)];},generateSideWallUV:function generateSideWallUV(geometry,indexA,indexB,indexC,indexD){var vertices=geometry.vertices;var a=vertices[indexA];var b=vertices[indexB];var c=vertices[indexC];var d=vertices[indexD];if(Math.abs(a.y-b.y)<0.01){return[new Vector2(a.x,1-a.z),new Vector2(b.x,1-b.z),new Vector2(c.x,1-c.z),new Vector2(d.x,1-d.z)];}else{return[new Vector2(a.y,1-a.z),new Vector2(b.y,1-b.z),new Vector2(c.y,1-c.z),new Vector2(d.y,1-d.z)];}}};/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author alteredq / http://alteredqualia.com/\n *\n * Text = 3D Text\n *\n * parameters = {\n * font: <THREE.Font>, // font\n *\n * size: <float>, // size of the text\n * height: <float>, // thickness to extrude text\n * curveSegments: <int>, // number of points on the curves\n *\n * bevelEnabled: <bool>, // turn on bevel\n * bevelThickness: <float>, // how deep into text bevel goes\n * bevelSize: <float> // how far from text outline is bevel\n * }\n */function TextGeometry(text,parameters){parameters=parameters||{};var font=parameters.font;if((font&&font.isFont)===false){console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');return new Geometry();}var shapes=font.generateShapes(text,parameters.size,parameters.curveSegments);// translate parameters to ExtrudeGeometry API\nparameters.amount=parameters.height!==undefined?parameters.height:50;// defaults\nif(parameters.bevelThickness===undefined)parameters.bevelThickness=10;if(parameters.bevelSize===undefined)parameters.bevelSize=8;if(parameters.bevelEnabled===undefined)parameters.bevelEnabled=false;ExtrudeGeometry.call(this,shapes,parameters);this.type='TextGeometry';}TextGeometry.prototype=Object.create(ExtrudeGeometry.prototype);TextGeometry.prototype.constructor=TextGeometry;/**\n * @author benaadams / https://twitter.com/ben_a_adams\n * based on THREE.SphereGeometry\n */function SphereBufferGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength){BufferGeometry.call(this);this.type='SphereBufferGeometry';this.parameters={radius:radius,widthSegments:widthSegments,heightSegments:heightSegments,phiStart:phiStart,phiLength:phiLength,thetaStart:thetaStart,thetaLength:thetaLength};radius=radius||50;widthSegments=Math.max(3,Math.floor(widthSegments)||8);heightSegments=Math.max(2,Math.floor(heightSegments)||6);phiStart=phiStart!==undefined?phiStart:0;phiLength=phiLength!==undefined?phiLength:Math.PI*2;thetaStart=thetaStart!==undefined?thetaStart:0;thetaLength=thetaLength!==undefined?thetaLength:Math.PI;var thetaEnd=thetaStart+thetaLength;var vertexCount=(widthSegments+1)*(heightSegments+1);var positions=new BufferAttribute(new Float32Array(vertexCount*3),3);var normals=new BufferAttribute(new Float32Array(vertexCount*3),3);var uvs=new BufferAttribute(new Float32Array(vertexCount*2),2);var index=0,vertices=[],normal=new Vector3();for(var y=0;y<=heightSegments;y++){var verticesRow=[];var v=y/heightSegments;for(var x=0;x<=widthSegments;x++){var u=x/widthSegments;var px=-radius*Math.cos(phiStart+u*phiLength)*Math.sin(thetaStart+v*thetaLength);var py=radius*Math.cos(thetaStart+v*thetaLength);var pz=radius*Math.sin(phiStart+u*phiLength)*Math.sin(thetaStart+v*thetaLength);normal.set(px,py,pz).normalize();positions.setXYZ(index,px,py,pz);normals.setXYZ(index,normal.x,normal.y,normal.z);uvs.setXY(index,u,1-v);verticesRow.push(index);index++;}vertices.push(verticesRow);}var indices=[];for(var y=0;y<heightSegments;y++){for(var x=0;x<widthSegments;x++){var v1=vertices[y][x+1];var v2=vertices[y][x];var v3=vertices[y+1][x];var v4=vertices[y+1][x+1];if(y!==0||thetaStart>0)indices.push(v1,v2,v4);if(y!==heightSegments-1||thetaEnd<Math.PI)indices.push(v2,v3,v4);}}this.setIndex(new(positions.count>65535?Uint32Attribute:Uint16Attribute)(indices,1));this.addAttribute('position',positions);this.addAttribute('normal',normals);this.addAttribute('uv',uvs);this.boundingSphere=new Sphere(new Vector3(),radius);}SphereBufferGeometry.prototype=Object.create(BufferGeometry.prototype);SphereBufferGeometry.prototype.constructor=SphereBufferGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n */function SphereGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength){Geometry.call(this);this.type='SphereGeometry';this.parameters={radius:radius,widthSegments:widthSegments,heightSegments:heightSegments,phiStart:phiStart,phiLength:phiLength,thetaStart:thetaStart,thetaLength:thetaLength};this.fromBufferGeometry(new SphereBufferGeometry(radius,widthSegments,heightSegments,phiStart,phiLength,thetaStart,thetaLength));}SphereGeometry.prototype=Object.create(Geometry.prototype);SphereGeometry.prototype.constructor=SphereGeometry;/**\n * @author Mugen87 / https://github.com/Mugen87\n */function RingBufferGeometry(innerRadius,outerRadius,thetaSegments,phiSegments,thetaStart,thetaLength){BufferGeometry.call(this);this.type='RingBufferGeometry';this.parameters={innerRadius:innerRadius,outerRadius:outerRadius,thetaSegments:thetaSegments,phiSegments:phiSegments,thetaStart:thetaStart,thetaLength:thetaLength};innerRadius=innerRadius||20;outerRadius=outerRadius||50;thetaStart=thetaStart!==undefined?thetaStart:0;thetaLength=thetaLength!==undefined?thetaLength:Math.PI*2;thetaSegments=thetaSegments!==undefined?Math.max(3,thetaSegments):8;phiSegments=phiSegments!==undefined?Math.max(1,phiSegments):1;// these are used to calculate buffer length\nvar vertexCount=(thetaSegments+1)*(phiSegments+1);var indexCount=thetaSegments*phiSegments*2*3;// buffers\nvar indices=new BufferAttribute(new(indexCount>65535?Uint32Array:Uint16Array)(indexCount),1);var vertices=new BufferAttribute(new Float32Array(vertexCount*3),3);var normals=new BufferAttribute(new Float32Array(vertexCount*3),3);var uvs=new BufferAttribute(new Float32Array(vertexCount*2),2);// some helper variables\nvar index=0,indexOffset=0,segment;var radius=innerRadius;var radiusStep=(outerRadius-innerRadius)/phiSegments;var vertex=new Vector3();var uv=new Vector2();var j,i;// generate vertices, normals and uvs\n// values are generate from the inside of the ring to the outside\nfor(j=0;j<=phiSegments;j++){for(i=0;i<=thetaSegments;i++){segment=thetaStart+i/thetaSegments*thetaLength;// vertex\nvertex.x=radius*Math.cos(segment);vertex.y=radius*Math.sin(segment);vertices.setXYZ(index,vertex.x,vertex.y,vertex.z);// normal\nnormals.setXYZ(index,0,0,1);// uv\nuv.x=(vertex.x/outerRadius+1)/2;uv.y=(vertex.y/outerRadius+1)/2;uvs.setXY(index,uv.x,uv.y);// increase index\nindex++;}// increase the radius for next row of vertices\nradius+=radiusStep;}// generate indices\nfor(j=0;j<phiSegments;j++){var thetaSegmentLevel=j*(thetaSegments+1);for(i=0;i<thetaSegments;i++){segment=i+thetaSegmentLevel;// indices\nvar a=segment;var b=segment+thetaSegments+1;var c=segment+thetaSegments+2;var d=segment+1;// face one\nindices.setX(indexOffset,a);indexOffset++;indices.setX(indexOffset,b);indexOffset++;indices.setX(indexOffset,c);indexOffset++;// face two\nindices.setX(indexOffset,a);indexOffset++;indices.setX(indexOffset,c);indexOffset++;indices.setX(indexOffset,d);indexOffset++;}}// build geometry\nthis.setIndex(indices);this.addAttribute('position',vertices);this.addAttribute('normal',normals);this.addAttribute('uv',uvs);}RingBufferGeometry.prototype=Object.create(BufferGeometry.prototype);RingBufferGeometry.prototype.constructor=RingBufferGeometry;/**\n * @author Kaleb Murphy\n */function RingGeometry(innerRadius,outerRadius,thetaSegments,phiSegments,thetaStart,thetaLength){Geometry.call(this);this.type='RingGeometry';this.parameters={innerRadius:innerRadius,outerRadius:outerRadius,thetaSegments:thetaSegments,phiSegments:phiSegments,thetaStart:thetaStart,thetaLength:thetaLength};this.fromBufferGeometry(new RingBufferGeometry(innerRadius,outerRadius,thetaSegments,phiSegments,thetaStart,thetaLength));}RingGeometry.prototype=Object.create(Geometry.prototype);RingGeometry.prototype.constructor=RingGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as\n */function PlaneGeometry(width,height,widthSegments,heightSegments){Geometry.call(this);this.type='PlaneGeometry';this.parameters={width:width,height:height,widthSegments:widthSegments,heightSegments:heightSegments};this.fromBufferGeometry(new PlaneBufferGeometry(width,height,widthSegments,heightSegments));}PlaneGeometry.prototype=Object.create(Geometry.prototype);PlaneGeometry.prototype.constructor=PlaneGeometry;/**\n * @author Mugen87 / https://github.com/Mugen87\n */// points - to create a closed torus, one must use a set of points\n// like so: [ a, b, c, d, a ], see first is the same as last.\n// segments - the number of circumference segments to create\n// phiStart - the starting radian\n// phiLength - the radian (0 to 2PI) range of the lathed section\n// 2PI is a closed lathe, less than 2PI is a portion.\nfunction LatheBufferGeometry(points,segments,phiStart,phiLength){BufferGeometry.call(this);this.type='LatheBufferGeometry';this.parameters={points:points,segments:segments,phiStart:phiStart,phiLength:phiLength};segments=Math.floor(segments)||12;phiStart=phiStart||0;phiLength=phiLength||Math.PI*2;// clamp phiLength so it's in range of [ 0, 2PI ]\nphiLength=exports.Math.clamp(phiLength,0,Math.PI*2);// these are used to calculate buffer length\nvar vertexCount=(segments+1)*points.length;var indexCount=segments*points.length*2*3;// buffers\nvar indices=new BufferAttribute(new(indexCount>65535?Uint32Array:Uint16Array)(indexCount),1);var vertices=new BufferAttribute(new Float32Array(vertexCount*3),3);var uvs=new BufferAttribute(new Float32Array(vertexCount*2),2);// helper variables\nvar index=0,indexOffset=0,base;var inverseSegments=1.0/segments;var vertex=new Vector3();var uv=new Vector2();var i,j;// generate vertices and uvs\nfor(i=0;i<=segments;i++){var phi=phiStart+i*inverseSegments*phiLength;var sin=Math.sin(phi);var cos=Math.cos(phi);for(j=0;j<=points.length-1;j++){// vertex\nvertex.x=points[j].x*sin;vertex.y=points[j].y;vertex.z=points[j].x*cos;vertices.setXYZ(index,vertex.x,vertex.y,vertex.z);// uv\nuv.x=i/segments;uv.y=j/(points.length-1);uvs.setXY(index,uv.x,uv.y);// increase index\nindex++;}}// generate indices\nfor(i=0;i<segments;i++){for(j=0;j<points.length-1;j++){base=j+i*points.length;// indices\nvar a=base;var b=base+points.length;var c=base+points.length+1;var d=base+1;// face one\nindices.setX(indexOffset,a);indexOffset++;indices.setX(indexOffset,b);indexOffset++;indices.setX(indexOffset,d);indexOffset++;// face two\nindices.setX(indexOffset,b);indexOffset++;indices.setX(indexOffset,c);indexOffset++;indices.setX(indexOffset,d);indexOffset++;}}// build geometry\nthis.setIndex(indices);this.addAttribute('position',vertices);this.addAttribute('uv',uvs);// generate normals\nthis.computeVertexNormals();// if the geometry is closed, we need to average the normals along the seam.\n// because the corresponding vertices are identical (but still have different UVs).\nif(phiLength===Math.PI*2){var normals=this.attributes.normal.array;var n1=new Vector3();var n2=new Vector3();var n=new Vector3();// this is the buffer offset for the last line of vertices\nbase=segments*points.length*3;for(i=0,j=0;i<points.length;i++,j+=3){// select the normal of the vertex in the first line\nn1.x=normals[j+0];n1.y=normals[j+1];n1.z=normals[j+2];// select the normal of the vertex in the last line\nn2.x=normals[base+j+0];n2.y=normals[base+j+1];n2.z=normals[base+j+2];// average normals\nn.addVectors(n1,n2).normalize();// assign the new values to both normals\nnormals[j+0]=normals[base+j+0]=n.x;normals[j+1]=normals[base+j+1]=n.y;normals[j+2]=normals[base+j+2]=n.z;}// next row\n}}LatheBufferGeometry.prototype=Object.create(BufferGeometry.prototype);LatheBufferGeometry.prototype.constructor=LatheBufferGeometry;/**\n * @author astrodud / http://astrodud.isgreat.org/\n * @author zz85 / https://github.com/zz85\n * @author bhouston / http://clara.io\n */// points - to create a closed torus, one must use a set of points\n// like so: [ a, b, c, d, a ], see first is the same as last.\n// segments - the number of circumference segments to create\n// phiStart - the starting radian\n// phiLength - the radian (0 to 2PI) range of the lathed section\n// 2PI is a closed lathe, less than 2PI is a portion.\nfunction LatheGeometry(points,segments,phiStart,phiLength){Geometry.call(this);this.type='LatheGeometry';this.parameters={points:points,segments:segments,phiStart:phiStart,phiLength:phiLength};this.fromBufferGeometry(new LatheBufferGeometry(points,segments,phiStart,phiLength));this.mergeVertices();}LatheGeometry.prototype=Object.create(Geometry.prototype);LatheGeometry.prototype.constructor=LatheGeometry;/**\n * @author jonobr1 / http://jonobr1.com\n *\n * Creates a one-sided polygonal geometry from a path shape. Similar to\n * ExtrudeGeometry.\n *\n * parameters = {\n *\n *\tcurveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.\n *\n *\tmaterial: <int> // material index for front and back faces\n *\tuvGenerator: <Object> // object that provides UV generator functions\n *\n * }\n **/function ShapeGeometry(shapes,options){Geometry.call(this);this.type='ShapeGeometry';if(Array.isArray(shapes)===false)shapes=[shapes];this.addShapeList(shapes,options);this.computeFaceNormals();}ShapeGeometry.prototype=Object.create(Geometry.prototype);ShapeGeometry.prototype.constructor=ShapeGeometry;/**\n * Add an array of shapes to THREE.ShapeGeometry.\n */ShapeGeometry.prototype.addShapeList=function(shapes,options){for(var i=0,l=shapes.length;i<l;i++){this.addShape(shapes[i],options);}return this;};/**\n * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.\n */ShapeGeometry.prototype.addShape=function(shape,options){if(options===undefined)options={};var curveSegments=options.curveSegments!==undefined?options.curveSegments:12;var material=options.material;var uvgen=options.UVGenerator===undefined?ExtrudeGeometry.WorldUVGenerator:options.UVGenerator;//\nvar i,l,hole;var shapesOffset=this.vertices.length;var shapePoints=shape.extractPoints(curveSegments);var vertices=shapePoints.shape;var holes=shapePoints.holes;var reverse=!exports.ShapeUtils.isClockWise(vertices);if(reverse){vertices=vertices.reverse();// Maybe we should also check if holes are in the opposite direction, just to be safe...\nfor(i=0,l=holes.length;i<l;i++){hole=holes[i];if(exports.ShapeUtils.isClockWise(hole)){holes[i]=hole.reverse();}}reverse=false;}var faces=exports.ShapeUtils.triangulateShape(vertices,holes);// Vertices\nfor(i=0,l=holes.length;i<l;i++){hole=holes[i];vertices=vertices.concat(hole);}//\nvar vert,vlen=vertices.length;var face,flen=faces.length;for(i=0;i<vlen;i++){vert=vertices[i];this.vertices.push(new Vector3(vert.x,vert.y,0));}for(i=0;i<flen;i++){face=faces[i];var a=face[0]+shapesOffset;var b=face[1]+shapesOffset;var c=face[2]+shapesOffset;this.faces.push(new Face3(a,b,c,null,null,material));this.faceVertexUvs[0].push(uvgen.generateTopUV(this,a,b,c));}};/**\n * @author WestLangley / http://github.com/WestLangley\n */function EdgesGeometry(geometry,thresholdAngle){BufferGeometry.call(this);thresholdAngle=thresholdAngle!==undefined?thresholdAngle:1;var thresholdDot=Math.cos(exports.Math.DEG2RAD*thresholdAngle);var edge=[0,0],hash={};function sortFunction(a,b){return a-b;}var keys=['a','b','c'];var geometry2;if(geometry&&geometry.isBufferGeometry){geometry2=new Geometry();geometry2.fromBufferGeometry(geometry);}else{geometry2=geometry.clone();}geometry2.mergeVertices();geometry2.computeFaceNormals();var vertices=geometry2.vertices;var faces=geometry2.faces;for(var i=0,l=faces.length;i<l;i++){var face=faces[i];for(var j=0;j<3;j++){edge[0]=face[keys[j]];edge[1]=face[keys[(j+1)%3]];edge.sort(sortFunction);var key=edge.toString();if(hash[key]===undefined){hash[key]={vert1:edge[0],vert2:edge[1],face1:i,face2:undefined};}else{hash[key].face2=i;}}}var coords=[];for(var key in hash){var h=hash[key];if(h.face2===undefined||faces[h.face1].normal.dot(faces[h.face2].normal)<=thresholdDot){var vertex=vertices[h.vert1];coords.push(vertex.x);coords.push(vertex.y);coords.push(vertex.z);vertex=vertices[h.vert2];coords.push(vertex.x);coords.push(vertex.y);coords.push(vertex.z);}}this.addAttribute('position',new BufferAttribute(new Float32Array(coords),3));}EdgesGeometry.prototype=Object.create(BufferGeometry.prototype);EdgesGeometry.prototype.constructor=EdgesGeometry;/**\n * @author Mugen87 / https://github.com/Mugen87\n */function CylinderBufferGeometry(radiusTop,radiusBottom,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength){BufferGeometry.call(this);this.type='CylinderBufferGeometry';this.parameters={radiusTop:radiusTop,radiusBottom:radiusBottom,height:height,radialSegments:radialSegments,heightSegments:heightSegments,openEnded:openEnded,thetaStart:thetaStart,thetaLength:thetaLength};var scope=this;radiusTop=radiusTop!==undefined?radiusTop:20;radiusBottom=radiusBottom!==undefined?radiusBottom:20;height=height!==undefined?height:100;radialSegments=Math.floor(radialSegments)||8;heightSegments=Math.floor(heightSegments)||1;openEnded=openEnded!==undefined?openEnded:false;thetaStart=thetaStart!==undefined?thetaStart:0.0;thetaLength=thetaLength!==undefined?thetaLength:2.0*Math.PI;// used to calculate buffer length\nvar nbCap=0;if(openEnded===false){if(radiusTop>0)nbCap++;if(radiusBottom>0)nbCap++;}var vertexCount=calculateVertexCount();var indexCount=calculateIndexCount();// buffers\nvar indices=new BufferAttribute(new(indexCount>65535?Uint32Array:Uint16Array)(indexCount),1);var vertices=new BufferAttribute(new Float32Array(vertexCount*3),3);var normals=new BufferAttribute(new Float32Array(vertexCount*3),3);var uvs=new BufferAttribute(new Float32Array(vertexCount*2),2);// helper variables\nvar index=0,indexOffset=0,indexArray=[],halfHeight=height/2;// group variables\nvar groupStart=0;// generate geometry\ngenerateTorso();if(openEnded===false){if(radiusTop>0)generateCap(true);if(radiusBottom>0)generateCap(false);}// build geometry\nthis.setIndex(indices);this.addAttribute('position',vertices);this.addAttribute('normal',normals);this.addAttribute('uv',uvs);// helper functions\nfunction calculateVertexCount(){var count=(radialSegments+1)*(heightSegments+1);if(openEnded===false){count+=(radialSegments+1)*nbCap+radialSegments*nbCap;}return count;}function calculateIndexCount(){var count=radialSegments*heightSegments*2*3;if(openEnded===false){count+=radialSegments*nbCap*3;}return count;}function generateTorso(){var x,y;var normal=new Vector3();var vertex=new Vector3();var groupCount=0;// this will be used to calculate the normal\nvar slope=(radiusBottom-radiusTop)/height;// generate vertices, normals and uvs\nfor(y=0;y<=heightSegments;y++){var indexRow=[];var v=y/heightSegments;// calculate the radius of the current row\nvar radius=v*(radiusBottom-radiusTop)+radiusTop;for(x=0;x<=radialSegments;x++){var u=x/radialSegments;var theta=u*thetaLength+thetaStart;var sinTheta=Math.sin(theta);var cosTheta=Math.cos(theta);// vertex\nvertex.x=radius*sinTheta;vertex.y=-v*height+halfHeight;vertex.z=radius*cosTheta;vertices.setXYZ(index,vertex.x,vertex.y,vertex.z);// normal\nnormal.set(sinTheta,slope,cosTheta).normalize();normals.setXYZ(index,normal.x,normal.y,normal.z);// uv\nuvs.setXY(index,u,1-v);// save index of vertex in respective row\nindexRow.push(index);// increase index\nindex++;}// now save vertices of the row in our index array\nindexArray.push(indexRow);}// generate indices\nfor(x=0;x<radialSegments;x++){for(y=0;y<heightSegments;y++){// we use the index array to access the correct indices\nvar i1=indexArray[y][x];var i2=indexArray[y+1][x];var i3=indexArray[y+1][x+1];var i4=indexArray[y][x+1];// face one\nindices.setX(indexOffset,i1);indexOffset++;indices.setX(indexOffset,i2);indexOffset++;indices.setX(indexOffset,i4);indexOffset++;// face two\nindices.setX(indexOffset,i2);indexOffset++;indices.setX(indexOffset,i3);indexOffset++;indices.setX(indexOffset,i4);indexOffset++;// update counters\ngroupCount+=6;}}// add a group to the geometry. this will ensure multi material support\nscope.addGroup(groupStart,groupCount,0);// calculate new start value for groups\ngroupStart+=groupCount;}function generateCap(top){var x,centerIndexStart,centerIndexEnd;var uv=new Vector2();var vertex=new Vector3();var groupCount=0;var radius=top===true?radiusTop:radiusBottom;var sign=top===true?1:-1;// save the index of the first center vertex\ncenterIndexStart=index;// first we generate the center vertex data of the cap.\n// because the geometry needs one set of uvs per face,\n// we must generate a center vertex per face/segment\nfor(x=1;x<=radialSegments;x++){// vertex\nvertices.setXYZ(index,0,halfHeight*sign,0);// normal\nnormals.setXYZ(index,0,sign,0);// uv\nuv.x=0.5;uv.y=0.5;uvs.setXY(index,uv.x,uv.y);// increase index\nindex++;}// save the index of the last center vertex\ncenterIndexEnd=index;// now we generate the surrounding vertices, normals and uvs\nfor(x=0;x<=radialSegments;x++){var u=x/radialSegments;var theta=u*thetaLength+thetaStart;var cosTheta=Math.cos(theta);var sinTheta=Math.sin(theta);// vertex\nvertex.x=radius*sinTheta;vertex.y=halfHeight*sign;vertex.z=radius*cosTheta;vertices.setXYZ(index,vertex.x,vertex.y,vertex.z);// normal\nnormals.setXYZ(index,0,sign,0);// uv\nuv.x=cosTheta*0.5+0.5;uv.y=sinTheta*0.5*sign+0.5;uvs.setXY(index,uv.x,uv.y);// increase index\nindex++;}// generate indices\nfor(x=0;x<radialSegments;x++){var c=centerIndexStart+x;var i=centerIndexEnd+x;if(top===true){// face top\nindices.setX(indexOffset,i);indexOffset++;indices.setX(indexOffset,i+1);indexOffset++;indices.setX(indexOffset,c);indexOffset++;}else{// face bottom\nindices.setX(indexOffset,i+1);indexOffset++;indices.setX(indexOffset,i);indexOffset++;indices.setX(indexOffset,c);indexOffset++;}// update counters\ngroupCount+=3;}// add a group to the geometry. this will ensure multi material support\nscope.addGroup(groupStart,groupCount,top===true?1:2);// calculate new start value for groups\ngroupStart+=groupCount;}}CylinderBufferGeometry.prototype=Object.create(BufferGeometry.prototype);CylinderBufferGeometry.prototype.constructor=CylinderBufferGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n */function CylinderGeometry(radiusTop,radiusBottom,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength){Geometry.call(this);this.type='CylinderGeometry';this.parameters={radiusTop:radiusTop,radiusBottom:radiusBottom,height:height,radialSegments:radialSegments,heightSegments:heightSegments,openEnded:openEnded,thetaStart:thetaStart,thetaLength:thetaLength};this.fromBufferGeometry(new CylinderBufferGeometry(radiusTop,radiusBottom,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength));this.mergeVertices();}CylinderGeometry.prototype=Object.create(Geometry.prototype);CylinderGeometry.prototype.constructor=CylinderGeometry;/**\n * @author abelnation / http://github.com/abelnation\n */function ConeGeometry(radius,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength){CylinderGeometry.call(this,0,radius,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength);this.type='ConeGeometry';this.parameters={radius:radius,height:height,radialSegments:radialSegments,heightSegments:heightSegments,openEnded:openEnded,thetaStart:thetaStart,thetaLength:thetaLength};}ConeGeometry.prototype=Object.create(CylinderGeometry.prototype);ConeGeometry.prototype.constructor=ConeGeometry;/*\n * @author: abelnation / http://github.com/abelnation\n */function ConeBufferGeometry(radius,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength){CylinderBufferGeometry.call(this,0,radius,height,radialSegments,heightSegments,openEnded,thetaStart,thetaLength);this.type='ConeBufferGeometry';this.parameters={radius:radius,height:height,radialSegments:radialSegments,heightSegments:heightSegments,thetaStart:thetaStart,thetaLength:thetaLength};}ConeBufferGeometry.prototype=Object.create(BufferGeometry.prototype);ConeBufferGeometry.prototype.constructor=ConeBufferGeometry;/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function CircleBufferGeometry(radius,segments,thetaStart,thetaLength){BufferGeometry.call(this);this.type='CircleBufferGeometry';this.parameters={radius:radius,segments:segments,thetaStart:thetaStart,thetaLength:thetaLength};radius=radius||50;segments=segments!==undefined?Math.max(3,segments):8;thetaStart=thetaStart!==undefined?thetaStart:0;thetaLength=thetaLength!==undefined?thetaLength:Math.PI*2;var vertices=segments+2;var positions=new Float32Array(vertices*3);var normals=new Float32Array(vertices*3);var uvs=new Float32Array(vertices*2);// center data is already zero, but need to set a few extras\nnormals[2]=1.0;uvs[0]=0.5;uvs[1]=0.5;for(var s=0,i=3,ii=2;s<=segments;s++,i+=3,ii+=2){var segment=thetaStart+s/segments*thetaLength;positions[i]=radius*Math.cos(segment);positions[i+1]=radius*Math.sin(segment);normals[i+2]=1;// normal z\nuvs[ii]=(positions[i]/radius+1)/2;uvs[ii+1]=(positions[i+1]/radius+1)/2;}var indices=[];for(var i=1;i<=segments;i++){indices.push(i,i+1,0);}this.setIndex(new BufferAttribute(new Uint16Array(indices),1));this.addAttribute('position',new BufferAttribute(positions,3));this.addAttribute('normal',new BufferAttribute(normals,3));this.addAttribute('uv',new BufferAttribute(uvs,2));this.boundingSphere=new Sphere(new Vector3(),radius);}CircleBufferGeometry.prototype=Object.create(BufferGeometry.prototype);CircleBufferGeometry.prototype.constructor=CircleBufferGeometry;/**\n * @author hughes\n */function CircleGeometry(radius,segments,thetaStart,thetaLength){Geometry.call(this);this.type='CircleGeometry';this.parameters={radius:radius,segments:segments,thetaStart:thetaStart,thetaLength:thetaLength};this.fromBufferGeometry(new CircleBufferGeometry(radius,segments,thetaStart,thetaLength));}CircleGeometry.prototype=Object.create(Geometry.prototype);CircleGeometry.prototype.constructor=CircleGeometry;/**\n * @author mrdoob / http://mrdoob.com/\n * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as\n */function BoxGeometry(width,height,depth,widthSegments,heightSegments,depthSegments){Geometry.call(this);this.type='BoxGeometry';this.parameters={width:width,height:height,depth:depth,widthSegments:widthSegments,heightSegments:heightSegments,depthSegments:depthSegments};this.fromBufferGeometry(new BoxBufferGeometry(width,height,depth,widthSegments,heightSegments,depthSegments));this.mergeVertices();}BoxGeometry.prototype=Object.create(Geometry.prototype);BoxGeometry.prototype.constructor=BoxGeometry;var Geometries=Object.freeze({WireframeGeometry:WireframeGeometry,ParametricGeometry:ParametricGeometry,TetrahedronGeometry:TetrahedronGeometry,OctahedronGeometry:OctahedronGeometry,IcosahedronGeometry:IcosahedronGeometry,DodecahedronGeometry:DodecahedronGeometry,PolyhedronGeometry:PolyhedronGeometry,TubeGeometry:TubeGeometry,TorusKnotGeometry:TorusKnotGeometry,TorusKnotBufferGeometry:TorusKnotBufferGeometry,TorusGeometry:TorusGeometry,TorusBufferGeometry:TorusBufferGeometry,TextGeometry:TextGeometry,SphereBufferGeometry:SphereBufferGeometry,SphereGeometry:SphereGeometry,RingGeometry:RingGeometry,RingBufferGeometry:RingBufferGeometry,PlaneBufferGeometry:PlaneBufferGeometry,PlaneGeometry:PlaneGeometry,LatheGeometry:LatheGeometry,LatheBufferGeometry:LatheBufferGeometry,ShapeGeometry:ShapeGeometry,ExtrudeGeometry:ExtrudeGeometry,EdgesGeometry:EdgesGeometry,ConeGeometry:ConeGeometry,ConeBufferGeometry:ConeBufferGeometry,CylinderGeometry:CylinderGeometry,CylinderBufferGeometry:CylinderBufferGeometry,CircleBufferGeometry:CircleBufferGeometry,CircleGeometry:CircleGeometry,BoxBufferGeometry:BoxBufferGeometry,BoxGeometry:BoxGeometry});/**\n * @author mrdoob / http://mrdoob.com/\n */function ShadowMaterial(){ShaderMaterial.call(this,{uniforms:exports.UniformsUtils.merge([UniformsLib[\"lights\"],{opacity:{value:1.0}}]),vertexShader:ShaderChunk['shadow_vert'],fragmentShader:ShaderChunk['shadow_frag']});this.lights=true;this.transparent=true;Object.defineProperties(this,{opacity:{enumerable:true,get:function get(){return this.uniforms.opacity.value;},set:function set(value){this.uniforms.opacity.value=value;}}});}ShadowMaterial.prototype=Object.create(ShaderMaterial.prototype);ShadowMaterial.prototype.constructor=ShadowMaterial;ShadowMaterial.prototype.isShadowMaterial=true;/**\n * @author mrdoob / http://mrdoob.com/\n */function RawShaderMaterial(parameters){ShaderMaterial.call(this,parameters);this.type='RawShaderMaterial';}RawShaderMaterial.prototype=Object.create(ShaderMaterial.prototype);RawShaderMaterial.prototype.constructor=RawShaderMaterial;RawShaderMaterial.prototype.isRawShaderMaterial=true;/**\n * @author mrdoob / http://mrdoob.com/\n */function MultiMaterial(materials){this.uuid=exports.Math.generateUUID();this.type='MultiMaterial';this.materials=materials instanceof Array?materials:[];this.visible=true;}MultiMaterial.prototype={constructor:MultiMaterial,isMultiMaterial:true,toJSON:function toJSON(meta){var output={metadata:{version:4.2,type:'material',generator:'MaterialExporter'},uuid:this.uuid,type:this.type,materials:[]};var materials=this.materials;for(var i=0,l=materials.length;i<l;i++){var material=materials[i].toJSON(meta);delete material.metadata;output.materials.push(material);}output.visible=this.visible;return output;},clone:function clone(){var material=new this.constructor();for(var i=0;i<this.materials.length;i++){material.materials.push(this.materials[i].clone());}material.visible=this.visible;return material;}};/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: <hex>,\n * roughness: <float>,\n * metalness: <float>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * roughnessMap: new THREE.Texture( <Image> ),\n *\n * metalnessMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: <float>\n *\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */function MeshStandardMaterial(parameters){Material.call(this);this.defines={'STANDARD':''};this.type='MeshStandardMaterial';this.color=new Color(0xffffff);// diffuse\nthis.roughness=0.5;this.metalness=0.5;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.roughnessMap=null;this.metalnessMap=null;this.alphaMap=null;this.envMap=null;this.envMapIntensity=1.0;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshStandardMaterial.prototype=Object.create(Material.prototype);MeshStandardMaterial.prototype.constructor=MeshStandardMaterial;MeshStandardMaterial.prototype.isMeshStandardMaterial=true;MeshStandardMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.defines={'STANDARD':''};this.color.copy(source.color);this.roughness=source.roughness;this.metalness=source.metalness;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.roughnessMap=source.roughnessMap;this.metalnessMap=source.metalnessMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.envMapIntensity=source.envMapIntensity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * reflectivity: <float>\n * }\n */function MeshPhysicalMaterial(parameters){MeshStandardMaterial.call(this);this.defines={'PHYSICAL':''};this.type='MeshPhysicalMaterial';this.reflectivity=0.5;// maps to F0 = 0.04\nthis.clearCoat=0.0;this.clearCoatRoughness=0.0;this.setValues(parameters);}MeshPhysicalMaterial.prototype=Object.create(MeshStandardMaterial.prototype);MeshPhysicalMaterial.prototype.constructor=MeshPhysicalMaterial;MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial=true;MeshPhysicalMaterial.prototype.copy=function(source){MeshStandardMaterial.prototype.copy.call(this,source);this.defines={'PHYSICAL':''};this.reflectivity=source.reflectivity;this.clearCoat=source.clearCoat;this.clearCoatRoughness=source.clearCoatRoughness;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * specular: <hex>,\n * shininess: <float>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * bumpMap: new THREE.Texture( <Image> ),\n * bumpScale: <float>,\n *\n * normalMap: new THREE.Texture( <Image> ),\n * normalScale: <Vector2>,\n *\n * displacementMap: new THREE.Texture( <Image> ),\n * displacementScale: <float>,\n * displacementBias: <float>,\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */function MeshPhongMaterial(parameters){Material.call(this);this.type='MeshPhongMaterial';this.color=new Color(0xffffff);// diffuse\nthis.specular=new Color(0x111111);this.shininess=30;this.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshPhongMaterial.prototype=Object.create(Material.prototype);MeshPhongMaterial.prototype.constructor=MeshPhongMaterial;MeshPhongMaterial.prototype.isMeshPhongMaterial=true;MeshPhongMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.specular.copy(source.specular);this.shininess=source.shininess;this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.bumpMap=source.bumpMap;this.bumpScale=source.bumpScale;this.normalMap=source.normalMap;this.normalScale.copy(source.normalScale);this.displacementMap=source.displacementMap;this.displacementScale=source.displacementScale;this.displacementBias=source.displacementBias;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n *\n * parameters = {\n * opacity: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>\n * }\n */function MeshNormalMaterial(parameters){Material.call(this,parameters);this.type='MeshNormalMaterial';this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.morphTargets=false;this.setValues(parameters);}MeshNormalMaterial.prototype=Object.create(Material.prototype);MeshNormalMaterial.prototype.constructor=MeshNormalMaterial;MeshNormalMaterial.prototype.isMeshNormalMaterial=true;MeshNormalMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * map: new THREE.Texture( <Image> ),\n *\n * lightMap: new THREE.Texture( <Image> ),\n * lightMapIntensity: <float>\n *\n * aoMap: new THREE.Texture( <Image> ),\n * aoMapIntensity: <float>\n *\n * emissive: <hex>,\n * emissiveIntensity: <float>\n * emissiveMap: new THREE.Texture( <Image> ),\n *\n * specularMap: new THREE.Texture( <Image> ),\n *\n * alphaMap: new THREE.Texture( <Image> ),\n *\n * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: <float>,\n * refractionRatio: <float>,\n *\n * wireframe: <boolean>,\n * wireframeLinewidth: <float>,\n *\n * skinning: <bool>,\n * morphTargets: <bool>,\n * morphNormals: <bool>\n * }\n */function MeshLambertMaterial(parameters){Material.call(this);this.type='MeshLambertMaterial';this.color=new Color(0xffffff);// diffuse\nthis.map=null;this.lightMap=null;this.lightMapIntensity=1.0;this.aoMap=null;this.aoMapIntensity=1.0;this.emissive=new Color(0x000000);this.emissiveIntensity=1.0;this.emissiveMap=null;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=MultiplyOperation;this.reflectivity=1;this.refractionRatio=0.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap='round';this.wireframeLinejoin='round';this.skinning=false;this.morphTargets=false;this.morphNormals=false;this.setValues(parameters);}MeshLambertMaterial.prototype=Object.create(Material.prototype);MeshLambertMaterial.prototype.constructor=MeshLambertMaterial;MeshLambertMaterial.prototype.isMeshLambertMaterial=true;MeshLambertMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.map=source.map;this.lightMap=source.lightMap;this.lightMapIntensity=source.lightMapIntensity;this.aoMap=source.aoMap;this.aoMapIntensity=source.aoMapIntensity;this.emissive.copy(source.emissive);this.emissiveMap=source.emissiveMap;this.emissiveIntensity=source.emissiveIntensity;this.specularMap=source.specularMap;this.alphaMap=source.alphaMap;this.envMap=source.envMap;this.combine=source.combine;this.reflectivity=source.reflectivity;this.refractionRatio=source.refractionRatio;this.wireframe=source.wireframe;this.wireframeLinewidth=source.wireframeLinewidth;this.wireframeLinecap=source.wireframeLinecap;this.wireframeLinejoin=source.wireframeLinejoin;this.skinning=source.skinning;this.morphTargets=source.morphTargets;this.morphNormals=source.morphNormals;return this;};/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: <hex>,\n * opacity: <float>,\n *\n * linewidth: <float>,\n *\n * scale: <float>,\n * dashSize: <float>,\n * gapSize: <float>\n * }\n */function LineDashedMaterial(parameters){Material.call(this);this.type='LineDashedMaterial';this.color=new Color(0xffffff);this.linewidth=1;this.scale=1;this.dashSize=3;this.gapSize=1;this.lights=false;this.setValues(parameters);}LineDashedMaterial.prototype=Object.create(Material.prototype);LineDashedMaterial.prototype.constructor=LineDashedMaterial;LineDashedMaterial.prototype.isLineDashedMaterial=true;LineDashedMaterial.prototype.copy=function(source){Material.prototype.copy.call(this,source);this.color.copy(source.color);this.linewidth=source.linewidth;this.scale=source.scale;this.dashSize=source.dashSize;this.gapSize=source.gapSize;return this;};var Materials=Object.freeze({ShadowMaterial:ShadowMaterial,SpriteMaterial:SpriteMaterial,RawShaderMaterial:RawShaderMaterial,ShaderMaterial:ShaderMaterial,PointsMaterial:PointsMaterial,MultiMaterial:MultiMaterial,MeshPhysicalMaterial:MeshPhysicalMaterial,MeshStandardMaterial:MeshStandardMaterial,MeshPhongMaterial:MeshPhongMaterial,MeshNormalMaterial:MeshNormalMaterial,MeshLambertMaterial:MeshLambertMaterial,MeshDepthMaterial:MeshDepthMaterial,MeshBasicMaterial:MeshBasicMaterial,LineDashedMaterial:LineDashedMaterial,LineBasicMaterial:LineBasicMaterial,Material:Material});/**\n * @author mrdoob / http://mrdoob.com/\n */exports.Cache={enabled:false,files:{},add:function add(key,file){if(this.enabled===false)return;// console.log( 'THREE.Cache', 'Adding key:', key );\nthis.files[key]=file;},get:function get(key){if(this.enabled===false)return;// console.log( 'THREE.Cache', 'Checking key:', key );\nreturn this.files[key];},remove:function remove(key){delete this.files[key];},clear:function clear(){this.files={};}};/**\n * @author mrdoob / http://mrdoob.com/\n */function LoadingManager(onLoad,onProgress,onError){var scope=this;var isLoading=false,itemsLoaded=0,itemsTotal=0;this.onStart=undefined;this.onLoad=onLoad;this.onProgress=onProgress;this.onError=onError;this.itemStart=function(url){itemsTotal++;if(isLoading===false){if(scope.onStart!==undefined){scope.onStart(url,itemsLoaded,itemsTotal);}}isLoading=true;};this.itemEnd=function(url){itemsLoaded++;if(scope.onProgress!==undefined){scope.onProgress(url,itemsLoaded,itemsTotal);}if(itemsLoaded===itemsTotal){isLoading=false;if(scope.onLoad!==undefined){scope.onLoad();}}};this.itemError=function(url){if(scope.onError!==undefined){scope.onError(url);}};}exports.DefaultLoadingManager=new LoadingManager();/**\n * @author mrdoob / http://mrdoob.com/\n */function XHRLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(XHRLoader.prototype,{load:function load(url,onLoad,onProgress,onError){if(this.path!==undefined)url=this.path+url;var scope=this;var cached=exports.Cache.get(url);if(cached!==undefined){scope.manager.itemStart(url);setTimeout(function(){if(onLoad)onLoad(cached);scope.manager.itemEnd(url);},0);return cached;}var request=new XMLHttpRequest();request.open('GET',url,true);request.addEventListener('load',function(event){var response=event.target.response;exports.Cache.add(url,response);if(this.status===200){if(onLoad)onLoad(response);scope.manager.itemEnd(url);}else if(this.status===0){// Some browsers return HTTP Status 0 when using non-http protocol\n// e.g. 'file://' or 'data://'. Handle as success.\nconsole.warn('THREE.XHRLoader: HTTP Status 0 received.');if(onLoad)onLoad(response);scope.manager.itemEnd(url);}else{if(onError)onError(event);scope.manager.itemError(url);}},false);if(onProgress!==undefined){request.addEventListener('progress',function(event){onProgress(event);},false);}request.addEventListener('error',function(event){if(onError)onError(event);scope.manager.itemError(url);},false);if(this.responseType!==undefined)request.responseType=this.responseType;if(this.withCredentials!==undefined)request.withCredentials=this.withCredentials;if(request.overrideMimeType)request.overrideMimeType('text/plain');request.send(null);scope.manager.itemStart(url);return request;},setPath:function setPath(value){this.path=value;return this;},setResponseType:function setResponseType(value){this.responseType=value;return this;},setWithCredentials:function setWithCredentials(value){this.withCredentials=value;return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n *\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n */function CompressedTextureLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;// override in sub classes\nthis._parser=null;}Object.assign(CompressedTextureLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var images=[];var texture=new CompressedTexture();texture.image=images;var loader=new XHRLoader(this.manager);loader.setPath(this.path);loader.setResponseType('arraybuffer');function loadTexture(i){loader.load(url[i],function(buffer){var texDatas=scope._parser(buffer,true);images[i]={width:texDatas.width,height:texDatas.height,format:texDatas.format,mipmaps:texDatas.mipmaps};loaded+=1;if(loaded===6){if(texDatas.mipmapCount===1)texture.minFilter=LinearFilter;texture.format=texDatas.format;texture.needsUpdate=true;if(onLoad)onLoad(texture);}},onProgress,onError);}if(Array.isArray(url)){var loaded=0;for(var i=0,il=url.length;i<il;++i){loadTexture(i);}}else{// compressed cubemap texture stored in a single DDS file\nloader.load(url,function(buffer){var texDatas=scope._parser(buffer,true);if(texDatas.isCubemap){var faces=texDatas.mipmaps.length/texDatas.mipmapCount;for(var f=0;f<faces;f++){images[f]={mipmaps:[]};for(var i=0;i<texDatas.mipmapCount;i++){images[f].mipmaps.push(texDatas.mipmaps[f*texDatas.mipmapCount+i]);images[f].format=texDatas.format;images[f].width=texDatas.width;images[f].height=texDatas.height;}}}else{texture.image.width=texDatas.width;texture.image.height=texDatas.height;texture.mipmaps=texDatas.mipmaps;}if(texDatas.mipmapCount===1){texture.minFilter=LinearFilter;}texture.format=texDatas.format;texture.needsUpdate=true;if(onLoad)onLoad(texture);},onProgress,onError);}return texture;},setPath:function setPath(value){this.path=value;return this;}});/**\n * @author Nikos M. / https://github.com/foo123/\n *\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n */var DataTextureLoader=BinaryTextureLoader;function BinaryTextureLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;// override in sub classes\nthis._parser=null;}Object.assign(BinaryTextureLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var texture=new DataTexture();var loader=new XHRLoader(this.manager);loader.setResponseType('arraybuffer');loader.load(url,function(buffer){var texData=scope._parser(buffer);if(!texData)return;if(undefined!==texData.image){texture.image=texData.image;}else if(undefined!==texData.data){texture.image.width=texData.width;texture.image.height=texData.height;texture.image.data=texData.data;}texture.wrapS=undefined!==texData.wrapS?texData.wrapS:ClampToEdgeWrapping;texture.wrapT=undefined!==texData.wrapT?texData.wrapT:ClampToEdgeWrapping;texture.magFilter=undefined!==texData.magFilter?texData.magFilter:LinearFilter;texture.minFilter=undefined!==texData.minFilter?texData.minFilter:LinearMipMapLinearFilter;texture.anisotropy=undefined!==texData.anisotropy?texData.anisotropy:1;if(undefined!==texData.format){texture.format=texData.format;}if(undefined!==texData.type){texture.type=texData.type;}if(undefined!==texData.mipmaps){texture.mipmaps=texData.mipmaps;}if(1===texData.mipmapCount){texture.minFilter=LinearFilter;}texture.needsUpdate=true;if(onLoad)onLoad(texture,texData);},onProgress,onError);return texture;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function ImageLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(ImageLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var image=document.createElementNS('http://www.w3.org/1999/xhtml','img');image.onload=function(){image.onload=null;URL.revokeObjectURL(image.src);if(onLoad)onLoad(image);scope.manager.itemEnd(url);};if(url.indexOf('data:')===0){image.src=url;}else{var loader=new XHRLoader();loader.setPath(this.path);loader.setResponseType('blob');loader.setWithCredentials(this.withCredentials);loader.load(url,function(blob){image.src=URL.createObjectURL(blob);},onProgress,onError);}scope.manager.itemStart(url);return image;},setCrossOrigin:function setCrossOrigin(value){this.crossOrigin=value;return this;},setWithCredentials:function setWithCredentials(value){this.withCredentials=value;return this;},setPath:function setPath(value){this.path=value;return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function CubeTextureLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(CubeTextureLoader.prototype,{load:function load(urls,onLoad,onProgress,onError){var texture=new CubeTexture();var loader=new ImageLoader(this.manager);loader.setCrossOrigin(this.crossOrigin);loader.setPath(this.path);var loaded=0;function loadTexture(i){loader.load(urls[i],function(image){texture.images[i]=image;loaded++;if(loaded===6){texture.needsUpdate=true;if(onLoad)onLoad(texture);}},undefined,onError);}for(var i=0;i<urls.length;++i){loadTexture(i);}return texture;},setCrossOrigin:function setCrossOrigin(value){this.crossOrigin=value;return this;},setPath:function setPath(value){this.path=value;return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function TextureLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(TextureLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var texture=new Texture();var loader=new ImageLoader(this.manager);loader.setCrossOrigin(this.crossOrigin);loader.setWithCredentials(this.withCredentials);loader.setPath(this.path);loader.load(url,function(image){// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\nvar isJPEG=url.search(/\\.(jpg|jpeg)$/)>0||url.search(/^data\\:image\\/jpeg/)===0;texture.format=isJPEG?RGBFormat:RGBAFormat;texture.image=image;texture.needsUpdate=true;if(onLoad!==undefined){onLoad(texture);}},onProgress,onError);return texture;},setCrossOrigin:function setCrossOrigin(value){this.crossOrigin=value;return this;},setWithCredentials:function setWithCredentials(value){this.withCredentials=value;return this;},setPath:function setPath(value){this.path=value;return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function Light(color,intensity){Object3D.call(this);this.type='Light';this.color=new Color(color);this.intensity=intensity!==undefined?intensity:1;this.receiveShadow=undefined;}Light.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Light,isLight:true,copy:function copy(source){Object3D.prototype.copy.call(this,source);this.color.copy(source.color);this.intensity=source.intensity;return this;},toJSON:function toJSON(meta){var data=Object3D.prototype.toJSON.call(this,meta);data.object.color=this.color.getHex();data.object.intensity=this.intensity;if(this.groundColor!==undefined)data.object.groundColor=this.groundColor.getHex();if(this.distance!==undefined)data.object.distance=this.distance;if(this.angle!==undefined)data.object.angle=this.angle;if(this.decay!==undefined)data.object.decay=this.decay;if(this.penumbra!==undefined)data.object.penumbra=this.penumbra;if(this.shadow!==undefined)data.object.shadow=this.shadow.toJSON();return data;}});/**\n * @author alteredq / http://alteredqualia.com/\n */function HemisphereLight(skyColor,groundColor,intensity){Light.call(this,skyColor,intensity);this.type='HemisphereLight';this.castShadow=undefined;this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.groundColor=new Color(groundColor);}HemisphereLight.prototype=Object.assign(Object.create(Light.prototype),{constructor:HemisphereLight,isHemisphereLight:true,copy:function copy(source){Light.prototype.copy.call(this,source);this.groundColor.copy(source.groundColor);return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function LightShadow(camera){this.camera=camera;this.bias=0;this.radius=1;this.mapSize=new Vector2(512,512);this.map=null;this.matrix=new Matrix4();}Object.assign(LightShadow.prototype,{copy:function copy(source){this.camera=source.camera.clone();this.bias=source.bias;this.radius=source.radius;this.mapSize.copy(source.mapSize);return this;},clone:function clone(){return new this.constructor().copy(this);},toJSON:function toJSON(){var object={};if(this.bias!==0)object.bias=this.bias;if(this.radius!==1)object.radius=this.radius;if(this.mapSize.x!==512||this.mapSize.y!==512)object.mapSize=this.mapSize.toArray();object.camera=this.camera.toJSON(false).object;delete object.camera.matrix;return object;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function SpotLightShadow(){LightShadow.call(this,new PerspectiveCamera(50,1,0.5,500));}SpotLightShadow.prototype=Object.assign(Object.create(LightShadow.prototype),{constructor:SpotLightShadow,isSpotLightShadow:true,update:function update(light){var fov=exports.Math.RAD2DEG*2*light.angle;var aspect=this.mapSize.width/this.mapSize.height;var far=light.distance||500;var camera=this.camera;if(fov!==camera.fov||aspect!==camera.aspect||far!==camera.far){camera.fov=fov;camera.aspect=aspect;camera.far=far;camera.updateProjectionMatrix();}}});/**\n * @author alteredq / http://alteredqualia.com/\n */function SpotLight(color,intensity,distance,angle,penumbra,decay){Light.call(this,color,intensity);this.type='SpotLight';this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.target=new Object3D();Object.defineProperty(this,'power',{get:function get(){// intensity = power per solid angle.\n// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\nreturn this.intensity*Math.PI;},set:function set(power){// intensity = power per solid angle.\n// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\nthis.intensity=power/Math.PI;}});this.distance=distance!==undefined?distance:0;this.angle=angle!==undefined?angle:Math.PI/3;this.penumbra=penumbra!==undefined?penumbra:0;this.decay=decay!==undefined?decay:1;// for physically correct lights, should be 2.\nthis.shadow=new SpotLightShadow();}SpotLight.prototype=Object.assign(Object.create(Light.prototype),{constructor:SpotLight,isSpotLight:true,copy:function copy(source){Light.prototype.copy.call(this,source);this.distance=source.distance;this.angle=source.angle;this.penumbra=source.penumbra;this.decay=source.decay;this.target=source.target.clone();this.shadow=source.shadow.clone();return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function PointLight(color,intensity,distance,decay){Light.call(this,color,intensity);this.type='PointLight';Object.defineProperty(this,'power',{get:function get(){// intensity = power per solid angle.\n// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\nreturn this.intensity*4*Math.PI;},set:function set(power){// intensity = power per solid angle.\n// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf\nthis.intensity=power/(4*Math.PI);}});this.distance=distance!==undefined?distance:0;this.decay=decay!==undefined?decay:1;// for physically correct lights, should be 2.\nthis.shadow=new LightShadow(new PerspectiveCamera(90,1,0.5,500));}PointLight.prototype=Object.assign(Object.create(Light.prototype),{constructor:PointLight,isPointLight:true,copy:function copy(source){Light.prototype.copy.call(this,source);this.distance=source.distance;this.decay=source.decay;this.shadow=source.shadow.clone();return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function DirectionalLightShadow(light){LightShadow.call(this,new OrthographicCamera(-5,5,5,-5,0.5,500));}DirectionalLightShadow.prototype=Object.assign(Object.create(LightShadow.prototype),{constructor:DirectionalLightShadow});/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function DirectionalLight(color,intensity){Light.call(this,color,intensity);this.type='DirectionalLight';this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.target=new Object3D();this.shadow=new DirectionalLightShadow();}DirectionalLight.prototype=Object.assign(Object.create(Light.prototype),{constructor:DirectionalLight,isDirectionalLight:true,copy:function copy(source){Light.prototype.copy.call(this,source);this.target=source.target.clone();this.shadow=source.shadow.clone();return this;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function AmbientLight(color,intensity){Light.call(this,color,intensity);this.type='AmbientLight';this.castShadow=undefined;}AmbientLight.prototype=Object.assign(Object.create(Light.prototype),{constructor:AmbientLight,isAmbientLight:true});/**\n * @author tschw\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */exports.AnimationUtils={// same as Array.prototype.slice, but also works on typed arrays\narraySlice:function arraySlice(array,from,to){if(exports.AnimationUtils.isTypedArray(array)){return new array.constructor(array.subarray(from,to));}return array.slice(from,to);},// converts an array to a specific type\nconvertArray:function convertArray(array,type,forceClone){if(!array||// let 'undefined' and 'null' pass\n!forceClone&&array.constructor===type)return array;if(typeof type.BYTES_PER_ELEMENT==='number'){return new type(array);// create typed array\n}return Array.prototype.slice.call(array);// create Array\n},isTypedArray:function isTypedArray(object){return ArrayBuffer.isView(object)&&!(object instanceof DataView);},// returns an array by which times and values can be sorted\ngetKeyframeOrder:function getKeyframeOrder(times){function compareTime(i,j){return times[i]-times[j];}var n=times.length;var result=new Array(n);for(var i=0;i!==n;++i){result[i]=i;}result.sort(compareTime);return result;},// uses the array previously returned by 'getKeyframeOrder' to sort data\nsortedArray:function sortedArray(values,stride,order){var nValues=values.length;var result=new values.constructor(nValues);for(var i=0,dstOffset=0;dstOffset!==nValues;++i){var srcOffset=order[i]*stride;for(var j=0;j!==stride;++j){result[dstOffset++]=values[srcOffset+j];}}return result;},// function for parsing AOS keyframe formats\nflattenJSON:function flattenJSON(jsonKeys,times,values,valuePropertyName){var i=1,key=jsonKeys[0];while(key!==undefined&&key[valuePropertyName]===undefined){key=jsonKeys[i++];}if(key===undefined)return;// no data\nvar value=key[valuePropertyName];if(value===undefined)return;// no data\nif(Array.isArray(value)){do{value=key[valuePropertyName];if(value!==undefined){times.push(key.time);values.push.apply(values,value);// push all elements\n}key=jsonKeys[i++];}while(key!==undefined);}else if(value.toArray!==undefined){// ...assume THREE.Math-ish\ndo{value=key[valuePropertyName];if(value!==undefined){times.push(key.time);value.toArray(values,values.length);}key=jsonKeys[i++];}while(key!==undefined);}else{// otherwise push as-is\ndo{value=key[valuePropertyName];if(value!==undefined){times.push(key.time);values.push(value);}key=jsonKeys[i++];}while(key!==undefined);}}};/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n * @author tschw\n */function Interpolant(parameterPositions,sampleValues,sampleSize,resultBuffer){this.parameterPositions=parameterPositions;this._cachedIndex=0;this.resultBuffer=resultBuffer!==undefined?resultBuffer:new sampleValues.constructor(sampleSize);this.sampleValues=sampleValues;this.valueSize=sampleSize;}Interpolant.prototype={constructor:Interpolant,evaluate:function evaluate(t){var pp=this.parameterPositions,i1=this._cachedIndex,t1=pp[i1],t0=pp[i1-1];validate_interval:{seek:{var right;linear_scan:{//- See http://jsperf.com/comparison-to-undefined/3\n//- slower code:\n//-\n//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\nforward_scan:if(!(t<t1)){for(var giveUpAt=i1+2;;){if(t1===undefined){if(t<t0)break forward_scan;// after end\ni1=pp.length;this._cachedIndex=i1;return this.afterEnd_(i1-1,t,t0);}if(i1===giveUpAt)break;// this loop\nt0=t1;t1=pp[++i1];if(t<t1){// we have arrived at the sought interval\nbreak seek;}}// prepare binary search on the right side of the index\nright=pp.length;break linear_scan;}//- slower code:\n//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\nif(!(t>=t0)){// looping?\nvar t1global=pp[1];if(t<t1global){i1=2;// + 1, using the scan for the details\nt0=t1global;}// linear reverse scan\nfor(var giveUpAt=i1-2;;){if(t0===undefined){// before start\nthis._cachedIndex=0;return this.beforeStart_(0,t,t1);}if(i1===giveUpAt)break;// this loop\nt1=t0;t0=pp[--i1-1];if(t>=t0){// we have arrived at the sought interval\nbreak seek;}}// prepare binary search on the left side of the index\nright=i1;i1=0;break linear_scan;}// the interval is valid\nbreak validate_interval;}// linear scan\n// binary search\nwhile(i1<right){var mid=i1+right>>>1;if(t<pp[mid]){right=mid;}else{i1=mid+1;}}t1=pp[i1];t0=pp[i1-1];// check boundary cases, again\nif(t0===undefined){this._cachedIndex=0;return this.beforeStart_(0,t,t1);}if(t1===undefined){i1=pp.length;this._cachedIndex=i1;return this.afterEnd_(i1-1,t0,t);}}// seek\nthis._cachedIndex=i1;this.intervalChanged_(i1,t0,t1);}// validate_interval\nreturn this.interpolate_(i1,t0,t,t1);},settings:null,// optional, subclass-specific settings structure\n// Note: The indirection allows central control of many interpolants.\n// --- Protected interface\nDefaultSettings_:{},getSettings_:function getSettings_(){return this.settings||this.DefaultSettings_;},copySampleValue_:function copySampleValue_(index){// copies a sample value to the result buffer\nvar result=this.resultBuffer,values=this.sampleValues,stride=this.valueSize,offset=index*stride;for(var i=0;i!==stride;++i){result[i]=values[offset+i];}return result;},// Template methods for derived classes:\ninterpolate_:function interpolate_(i1,t0,t,t1){throw new Error(\"call to abstract method\");// implementations shall return this.resultBuffer\n},intervalChanged_:function intervalChanged_(i1,t0,t1){// empty\n}};Object.assign(Interpolant.prototype,{beforeStart_://( 0, t, t0 ), returns this.resultBuffer\nInterpolant.prototype.copySampleValue_,afterEnd_://( N-1, tN-1, t ), returns this.resultBuffer\nInterpolant.prototype.copySampleValue_});/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n *\n * @author tschw\n */function CubicInterpolant(parameterPositions,sampleValues,sampleSize,resultBuffer){Interpolant.call(this,parameterPositions,sampleValues,sampleSize,resultBuffer);this._weightPrev=-0;this._offsetPrev=-0;this._weightNext=-0;this._offsetNext=-0;}CubicInterpolant.prototype=Object.assign(Object.create(Interpolant.prototype),{constructor:CubicInterpolant,DefaultSettings_:{endingStart:ZeroCurvatureEnding,endingEnd:ZeroCurvatureEnding},intervalChanged_:function intervalChanged_(i1,t0,t1){var pp=this.parameterPositions,iPrev=i1-2,iNext=i1+1,tPrev=pp[iPrev],tNext=pp[iNext];if(tPrev===undefined){switch(this.getSettings_().endingStart){case ZeroSlopeEnding:// f'(t0) = 0\niPrev=i1;tPrev=2*t0-t1;break;case WrapAroundEnding:// use the other end of the curve\niPrev=pp.length-2;tPrev=t0+pp[iPrev]-pp[iPrev+1];break;default:// ZeroCurvatureEnding\n// f''(t0) = 0 a.k.a. Natural Spline\niPrev=i1;tPrev=t1;}}if(tNext===undefined){switch(this.getSettings_().endingEnd){case ZeroSlopeEnding:// f'(tN) = 0\niNext=i1;tNext=2*t1-t0;break;case WrapAroundEnding:// use the other end of the curve\niNext=1;tNext=t1+pp[1]-pp[0];break;default:// ZeroCurvatureEnding\n// f''(tN) = 0, a.k.a. Natural Spline\niNext=i1-1;tNext=t0;}}var halfDt=(t1-t0)*0.5,stride=this.valueSize;this._weightPrev=halfDt/(t0-tPrev);this._weightNext=halfDt/(tNext-t1);this._offsetPrev=iPrev*stride;this._offsetNext=iNext*stride;},interpolate_:function interpolate_(i1,t0,t,t1){var result=this.resultBuffer,values=this.sampleValues,stride=this.valueSize,o1=i1*stride,o0=o1-stride,oP=this._offsetPrev,oN=this._offsetNext,wP=this._weightPrev,wN=this._weightNext,p=(t-t0)/(t1-t0),pp=p*p,ppp=pp*p;// evaluate polynomials\nvar sP=-wP*ppp+2*wP*pp-wP*p;var s0=(1+wP)*ppp+(-1.5-2*wP)*pp+(-0.5+wP)*p+1;var s1=(-1-wN)*ppp+(1.5+wN)*pp+0.5*p;var sN=wN*ppp-wN*pp;// combine data linearly\nfor(var i=0;i!==stride;++i){result[i]=sP*values[oP+i]+s0*values[o0+i]+s1*values[o1+i]+sN*values[oN+i];}return result;}});/**\n * @author tschw\n */function LinearInterpolant(parameterPositions,sampleValues,sampleSize,resultBuffer){Interpolant.call(this,parameterPositions,sampleValues,sampleSize,resultBuffer);}LinearInterpolant.prototype=Object.assign(Object.create(Interpolant.prototype),{constructor:LinearInterpolant,interpolate_:function interpolate_(i1,t0,t,t1){var result=this.resultBuffer,values=this.sampleValues,stride=this.valueSize,offset1=i1*stride,offset0=offset1-stride,weight1=(t-t0)/(t1-t0),weight0=1-weight1;for(var i=0;i!==stride;++i){result[i]=values[offset0+i]*weight0+values[offset1+i]*weight1;}return result;}});/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n *\n * @author tschw\n */function DiscreteInterpolant(parameterPositions,sampleValues,sampleSize,resultBuffer){Interpolant.call(this,parameterPositions,sampleValues,sampleSize,resultBuffer);}DiscreteInterpolant.prototype=Object.assign(Object.create(Interpolant.prototype),{constructor:DiscreteInterpolant,interpolate_:function interpolate_(i1,t0,t,t1){return this.copySampleValue_(i1-1);}});var KeyframeTrackPrototype;KeyframeTrackPrototype={TimeBufferType:Float32Array,ValueBufferType:Float32Array,DefaultInterpolation:InterpolateLinear,InterpolantFactoryMethodDiscrete:function InterpolantFactoryMethodDiscrete(result){return new DiscreteInterpolant(this.times,this.values,this.getValueSize(),result);},InterpolantFactoryMethodLinear:function InterpolantFactoryMethodLinear(result){return new LinearInterpolant(this.times,this.values,this.getValueSize(),result);},InterpolantFactoryMethodSmooth:function InterpolantFactoryMethodSmooth(result){return new CubicInterpolant(this.times,this.values,this.getValueSize(),result);},setInterpolation:function setInterpolation(interpolation){var factoryMethod;switch(interpolation){case InterpolateDiscrete:factoryMethod=this.InterpolantFactoryMethodDiscrete;break;case InterpolateLinear:factoryMethod=this.InterpolantFactoryMethodLinear;break;case InterpolateSmooth:factoryMethod=this.InterpolantFactoryMethodSmooth;break;}if(factoryMethod===undefined){var message=\"unsupported interpolation for \"+this.ValueTypeName+\" keyframe track named \"+this.name;if(this.createInterpolant===undefined){// fall back to default, unless the default itself is messed up\nif(interpolation!==this.DefaultInterpolation){this.setInterpolation(this.DefaultInterpolation);}else{throw new Error(message);// fatal, in this case\n}}console.warn(message);return;}this.createInterpolant=factoryMethod;},getInterpolation:function getInterpolation(){switch(this.createInterpolant){case this.InterpolantFactoryMethodDiscrete:return InterpolateDiscrete;case this.InterpolantFactoryMethodLinear:return InterpolateLinear;case this.InterpolantFactoryMethodSmooth:return InterpolateSmooth;}},getValueSize:function getValueSize(){return this.values.length/this.times.length;},// move all keyframes either forwards or backwards in time\nshift:function shift(timeOffset){if(timeOffset!==0.0){var times=this.times;for(var i=0,n=times.length;i!==n;++i){times[i]+=timeOffset;}}return this;},// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\nscale:function scale(timeScale){if(timeScale!==1.0){var times=this.times;for(var i=0,n=times.length;i!==n;++i){times[i]*=timeScale;}}return this;},// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\ntrim:function trim(startTime,endTime){var times=this.times,nKeys=times.length,from=0,to=nKeys-1;while(from!==nKeys&&times[from]<startTime){++from;}while(to!==-1&&times[to]>endTime){--to;}++to;// inclusive -> exclusive bound\nif(from!==0||to!==nKeys){// empty tracks are forbidden, so keep at least one keyframe\nif(from>=to)to=Math.max(to,1),from=to-1;var stride=this.getValueSize();this.times=exports.AnimationUtils.arraySlice(times,from,to);this.values=exports.AnimationUtils.arraySlice(this.values,from*stride,to*stride);}return this;},// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\nvalidate:function validate(){var valid=true;var valueSize=this.getValueSize();if(valueSize-Math.floor(valueSize)!==0){console.error(\"invalid value size in track\",this);valid=false;}var times=this.times,values=this.values,nKeys=times.length;if(nKeys===0){console.error(\"track is empty\",this);valid=false;}var prevTime=null;for(var i=0;i!==nKeys;i++){var currTime=times[i];if(typeof currTime==='number'&&isNaN(currTime)){console.error(\"time is not a valid number\",this,i,currTime);valid=false;break;}if(prevTime!==null&&prevTime>currTime){console.error(\"out of order keys\",this,i,currTime,prevTime);valid=false;break;}prevTime=currTime;}if(values!==undefined){if(exports.AnimationUtils.isTypedArray(values)){for(var i=0,n=values.length;i!==n;++i){var value=values[i];if(isNaN(value)){console.error(\"value is not a valid number\",this,i,value);valid=false;break;}}}}return valid;},// removes equivalent sequential keys as common in morph target sequences\n// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\noptimize:function optimize(){var times=this.times,values=this.values,stride=this.getValueSize(),smoothInterpolation=this.getInterpolation()===InterpolateSmooth,writeIndex=1,lastIndex=times.length-1;for(var i=1;i<lastIndex;++i){var keep=false;var time=times[i];var timeNext=times[i+1];// remove adjacent keyframes scheduled at the same time\nif(time!==timeNext&&(i!==1||time!==time[0])){if(!smoothInterpolation){// remove unnecessary keyframes same as their neighbors\nvar offset=i*stride,offsetP=offset-stride,offsetN=offset+stride;for(var j=0;j!==stride;++j){var value=values[offset+j];if(value!==values[offsetP+j]||value!==values[offsetN+j]){keep=true;break;}}}else keep=true;}// in-place compaction\nif(keep){if(i!==writeIndex){times[writeIndex]=times[i];var readOffset=i*stride,writeOffset=writeIndex*stride;for(var j=0;j!==stride;++j){values[writeOffset+j]=values[readOffset+j];}}++writeIndex;}}// flush last keyframe (compaction looks ahead)\nif(lastIndex>0){times[writeIndex]=times[lastIndex];for(var readOffset=lastIndex*stride,writeOffset=writeIndex*stride,j=0;j!==stride;++j){values[writeOffset+j]=values[readOffset+j];}++writeIndex;}if(writeIndex!==times.length){this.times=exports.AnimationUtils.arraySlice(times,0,writeIndex);this.values=exports.AnimationUtils.arraySlice(values,0,writeIndex*stride);}return this;}};function KeyframeTrackConstructor(name,times,values,interpolation){if(name===undefined)throw new Error(\"track name is undefined\");if(times===undefined||times.length===0){throw new Error(\"no keyframes in track named \"+name);}this.name=name;this.times=exports.AnimationUtils.convertArray(times,this.TimeBufferType);this.values=exports.AnimationUtils.convertArray(values,this.ValueBufferType);this.setInterpolation(interpolation||this.DefaultInterpolation);this.validate();this.optimize();}/**\n *\n * A Track of vectored keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function VectorKeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.call(this,name,times,values,interpolation);}VectorKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:VectorKeyframeTrack,ValueTypeName:'vector'// ValueBufferType is inherited\n// DefaultInterpolation is inherited\n});/**\n * Spherical linear unit quaternion interpolant.\n *\n * @author tschw\n */function QuaternionLinearInterpolant(parameterPositions,sampleValues,sampleSize,resultBuffer){Interpolant.call(this,parameterPositions,sampleValues,sampleSize,resultBuffer);}QuaternionLinearInterpolant.prototype=Object.assign(Object.create(Interpolant.prototype),{constructor:QuaternionLinearInterpolant,interpolate_:function interpolate_(i1,t0,t,t1){var result=this.resultBuffer,values=this.sampleValues,stride=this.valueSize,offset=i1*stride,alpha=(t-t0)/(t1-t0);for(var end=offset+stride;offset!==end;offset+=4){Quaternion.slerpFlat(result,0,values,offset-stride,values,offset,alpha);}return result;}});/**\n *\n * A Track of quaternion keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function QuaternionKeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.call(this,name,times,values,interpolation);}QuaternionKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:QuaternionKeyframeTrack,ValueTypeName:'quaternion',// ValueBufferType is inherited\nDefaultInterpolation:InterpolateLinear,InterpolantFactoryMethodLinear:function InterpolantFactoryMethodLinear(result){return new QuaternionLinearInterpolant(this.times,this.values,this.getValueSize(),result);},InterpolantFactoryMethodSmooth:undefined// not yet implemented\n});/**\n *\n * A Track of numeric keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function NumberKeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.call(this,name,times,values,interpolation);}NumberKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:NumberKeyframeTrack,ValueTypeName:'number'});/**\n *\n * A Track that interpolates Strings\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function StringKeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.call(this,name,times,values,interpolation);}StringKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:StringKeyframeTrack,ValueTypeName:'string',ValueBufferType:Array,DefaultInterpolation:InterpolateDiscrete,InterpolantFactoryMethodLinear:undefined,InterpolantFactoryMethodSmooth:undefined});/**\n *\n * A Track of Boolean keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function BooleanKeyframeTrack(name,times,values){KeyframeTrackConstructor.call(this,name,times,values);}BooleanKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:BooleanKeyframeTrack,ValueTypeName:'bool',ValueBufferType:Array,DefaultInterpolation:InterpolateDiscrete,InterpolantFactoryMethodLinear:undefined,InterpolantFactoryMethodSmooth:undefined// Note: Actually this track could have a optimized / compressed\n// representation of a single value and a custom interpolant that\n// computes \"firstValue ^ isOdd( index )\".\n});/**\n *\n * A Track of keyframe values that represent color.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function ColorKeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.call(this,name,times,values,interpolation);}ColorKeyframeTrack.prototype=Object.assign(Object.create(KeyframeTrackPrototype),{constructor:ColorKeyframeTrack,ValueTypeName:'color'// ValueBufferType is inherited\n// DefaultInterpolation is inherited\n// Note: Very basic implementation and nothing special yet.\n// However, this is the place for color space parameterization.\n});/**\n *\n * A timed sequence of keyframes for a specific property.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function KeyframeTrack(name,times,values,interpolation){KeyframeTrackConstructor.apply(this,arguments);}KeyframeTrack.prototype=KeyframeTrackPrototype;KeyframeTrackPrototype.constructor=KeyframeTrack;// Static methods:\nObject.assign(KeyframeTrack,{// Serialization (in static context, because of constructor invocation\n// and automatic invocation of .toJSON):\nparse:function parse(json){if(json.type===undefined){throw new Error(\"track type undefined, can not parse\");}var trackType=KeyframeTrack._getTrackTypeForValueTypeName(json.type);if(json.times===undefined){var times=[],values=[];exports.AnimationUtils.flattenJSON(json.keys,times,values,'value');json.times=times;json.values=values;}// derived classes can define a static parse method\nif(trackType.parse!==undefined){return trackType.parse(json);}else{// by default, we asssume a constructor compatible with the base\nreturn new trackType(json.name,json.times,json.values,json.interpolation);}},toJSON:function toJSON(track){var trackType=track.constructor;var json;// derived classes can define a static toJSON method\nif(trackType.toJSON!==undefined){json=trackType.toJSON(track);}else{// by default, we assume the data can be serialized as-is\njson={'name':track.name,'times':exports.AnimationUtils.convertArray(track.times,Array),'values':exports.AnimationUtils.convertArray(track.values,Array)};var interpolation=track.getInterpolation();if(interpolation!==track.DefaultInterpolation){json.interpolation=interpolation;}}json.type=track.ValueTypeName;// mandatory\nreturn json;},_getTrackTypeForValueTypeName:function _getTrackTypeForValueTypeName(typeName){switch(typeName.toLowerCase()){case\"scalar\":case\"double\":case\"float\":case\"number\":case\"integer\":return NumberKeyframeTrack;case\"vector\":case\"vector2\":case\"vector3\":case\"vector4\":return VectorKeyframeTrack;case\"color\":return ColorKeyframeTrack;case\"quaternion\":return QuaternionKeyframeTrack;case\"bool\":case\"boolean\":return BooleanKeyframeTrack;case\"string\":return StringKeyframeTrack;}throw new Error(\"Unsupported typeName: \"+typeName);}});/**\n *\n * Reusable set of Tracks that represent an animation.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */function AnimationClip(name,duration,tracks){this.name=name;this.tracks=tracks;this.duration=duration!==undefined?duration:-1;this.uuid=exports.Math.generateUUID();// this means it should figure out its duration by scanning the tracks\nif(this.duration<0){this.resetDuration();}this.optimize();}AnimationClip.prototype={constructor:AnimationClip,resetDuration:function resetDuration(){var tracks=this.tracks,duration=0;for(var i=0,n=tracks.length;i!==n;++i){var track=this.tracks[i];duration=Math.max(duration,track.times[track.times.length-1]);}this.duration=duration;},trim:function trim(){for(var i=0;i<this.tracks.length;i++){this.tracks[i].trim(0,this.duration);}return this;},optimize:function optimize(){for(var i=0;i<this.tracks.length;i++){this.tracks[i].optimize();}return this;}};// Static methods:\nObject.assign(AnimationClip,{parse:function parse(json){var tracks=[],jsonTracks=json.tracks,frameTime=1.0/(json.fps||1.0);for(var i=0,n=jsonTracks.length;i!==n;++i){tracks.push(KeyframeTrack.parse(jsonTracks[i]).scale(frameTime));}return new AnimationClip(json.name,json.duration,tracks);},toJSON:function toJSON(clip){var tracks=[],clipTracks=clip.tracks;var json={'name':clip.name,'duration':clip.duration,'tracks':tracks};for(var i=0,n=clipTracks.length;i!==n;++i){tracks.push(KeyframeTrack.toJSON(clipTracks[i]));}return json;},CreateFromMorphTargetSequence:function CreateFromMorphTargetSequence(name,morphTargetSequence,fps,noLoop){var numMorphTargets=morphTargetSequence.length;var tracks=[];for(var i=0;i<numMorphTargets;i++){var times=[];var values=[];times.push((i+numMorphTargets-1)%numMorphTargets,i,(i+1)%numMorphTargets);values.push(0,1,0);var order=exports.AnimationUtils.getKeyframeOrder(times);times=exports.AnimationUtils.sortedArray(times,1,order);values=exports.AnimationUtils.sortedArray(values,1,order);// if there is a key at the first frame, duplicate it as the\n// last frame as well for perfect loop.\nif(!noLoop&&times[0]===0){times.push(numMorphTargets);values.push(values[0]);}tracks.push(new NumberKeyframeTrack('.morphTargetInfluences['+morphTargetSequence[i].name+']',times,values).scale(1.0/fps));}return new AnimationClip(name,-1,tracks);},findByName:function findByName(objectOrClipArray,name){var clipArray=objectOrClipArray;if(!Array.isArray(objectOrClipArray)){var o=objectOrClipArray;clipArray=o.geometry&&o.geometry.animations||o.animations;}for(var i=0;i<clipArray.length;i++){if(clipArray[i].name===name){return clipArray[i];}}return null;},CreateClipsFromMorphTargetSequences:function CreateClipsFromMorphTargetSequences(morphTargets,fps,noLoop){var animationToMorphTargets={};// tested with https://regex101.com/ on trick sequences\n// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\nvar pattern=/^([\\w-]*?)([\\d]+)$/;// sort morph target names into animation groups based\n// patterns like Walk_001, Walk_002, Run_001, Run_002\nfor(var i=0,il=morphTargets.length;i<il;i++){var morphTarget=morphTargets[i];var parts=morphTarget.name.match(pattern);if(parts&&parts.length>1){var name=parts[1];var animationMorphTargets=animationToMorphTargets[name];if(!animationMorphTargets){animationToMorphTargets[name]=animationMorphTargets=[];}animationMorphTargets.push(morphTarget);}}var clips=[];for(var name in animationToMorphTargets){clips.push(AnimationClip.CreateFromMorphTargetSequence(name,animationToMorphTargets[name],fps,noLoop));}return clips;},// parse the animation.hierarchy format\nparseAnimation:function parseAnimation(animation,bones){if(!animation){console.error(\" no animation in JSONLoader data\");return null;}var addNonemptyTrack=function addNonemptyTrack(trackType,trackName,animationKeys,propertyName,destTracks){// only return track if there are actually keys.\nif(animationKeys.length!==0){var times=[];var values=[];exports.AnimationUtils.flattenJSON(animationKeys,times,values,propertyName);// empty keys are filtered out, so check again\nif(times.length!==0){destTracks.push(new trackType(trackName,times,values));}}};var tracks=[];var clipName=animation.name||'default';// automatic length determination in AnimationClip.\nvar duration=animation.length||-1;var fps=animation.fps||30;var hierarchyTracks=animation.hierarchy||[];for(var h=0;h<hierarchyTracks.length;h++){var animationKeys=hierarchyTracks[h].keys;// skip empty tracks\nif(!animationKeys||animationKeys.length===0)continue;// process morph targets in a way exactly compatible\n// with AnimationHandler.init( animation )\nif(animationKeys[0].morphTargets){// figure out all morph targets used in this track\nvar morphTargetNames={};for(var k=0;k<animationKeys.length;k++){if(animationKeys[k].morphTargets){for(var m=0;m<animationKeys[k].morphTargets.length;m++){morphTargetNames[animationKeys[k].morphTargets[m]]=-1;}}}// create a track for each morph target with all zero\n// morphTargetInfluences except for the keys in which\n// the morphTarget is named.\nfor(var morphTargetName in morphTargetNames){var times=[];var values=[];for(var m=0;m!==animationKeys[k].morphTargets.length;++m){var animationKey=animationKeys[k];times.push(animationKey.time);values.push(animationKey.morphTarget===morphTargetName?1:0);}tracks.push(new NumberKeyframeTrack('.morphTargetInfluence['+morphTargetName+']',times,values));}duration=morphTargetNames.length*(fps||1.0);}else{// ...assume skeletal animation\nvar boneName='.bones['+bones[h].name+']';addNonemptyTrack(VectorKeyframeTrack,boneName+'.position',animationKeys,'pos',tracks);addNonemptyTrack(QuaternionKeyframeTrack,boneName+'.quaternion',animationKeys,'rot',tracks);addNonemptyTrack(VectorKeyframeTrack,boneName+'.scale',animationKeys,'scl',tracks);}}if(tracks.length===0){return null;}var clip=new AnimationClip(clipName,duration,tracks);return clip;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function MaterialLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;this.textures={};}Object.assign(MaterialLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var loader=new XHRLoader(scope.manager);loader.load(url,function(text){onLoad(scope.parse(JSON.parse(text)));},onProgress,onError);},setTextures:function setTextures(value){this.textures=value;},parse:function parse(json){var textures=this.textures;function getTexture(name){if(textures[name]===undefined){console.warn('THREE.MaterialLoader: Undefined texture',name);}return textures[name];}var material=new Materials[json.type]();if(json.uuid!==undefined)material.uuid=json.uuid;if(json.name!==undefined)material.name=json.name;if(json.color!==undefined)material.color.setHex(json.color);if(json.roughness!==undefined)material.roughness=json.roughness;if(json.metalness!==undefined)material.metalness=json.metalness;if(json.emissive!==undefined)material.emissive.setHex(json.emissive);if(json.specular!==undefined)material.specular.setHex(json.specular);if(json.shininess!==undefined)material.shininess=json.shininess;if(json.uniforms!==undefined)material.uniforms=json.uniforms;if(json.vertexShader!==undefined)material.vertexShader=json.vertexShader;if(json.fragmentShader!==undefined)material.fragmentShader=json.fragmentShader;if(json.vertexColors!==undefined)material.vertexColors=json.vertexColors;if(json.fog!==undefined)material.fog=json.fog;if(json.shading!==undefined)material.shading=json.shading;if(json.blending!==undefined)material.blending=json.blending;if(json.side!==undefined)material.side=json.side;if(json.opacity!==undefined)material.opacity=json.opacity;if(json.transparent!==undefined)material.transparent=json.transparent;if(json.alphaTest!==undefined)material.alphaTest=json.alphaTest;if(json.depthTest!==undefined)material.depthTest=json.depthTest;if(json.depthWrite!==undefined)material.depthWrite=json.depthWrite;if(json.colorWrite!==undefined)material.colorWrite=json.colorWrite;if(json.wireframe!==undefined)material.wireframe=json.wireframe;if(json.wireframeLinewidth!==undefined)material.wireframeLinewidth=json.wireframeLinewidth;if(json.wireframeLinecap!==undefined)material.wireframeLinecap=json.wireframeLinecap;if(json.wireframeLinejoin!==undefined)material.wireframeLinejoin=json.wireframeLinejoin;if(json.skinning!==undefined)material.skinning=json.skinning;if(json.morphTargets!==undefined)material.morphTargets=json.morphTargets;// for PointsMaterial\nif(json.size!==undefined)material.size=json.size;if(json.sizeAttenuation!==undefined)material.sizeAttenuation=json.sizeAttenuation;// maps\nif(json.map!==undefined)material.map=getTexture(json.map);if(json.alphaMap!==undefined){material.alphaMap=getTexture(json.alphaMap);material.transparent=true;}if(json.bumpMap!==undefined)material.bumpMap=getTexture(json.bumpMap);if(json.bumpScale!==undefined)material.bumpScale=json.bumpScale;if(json.normalMap!==undefined)material.normalMap=getTexture(json.normalMap);if(json.normalScale!==undefined){var normalScale=json.normalScale;if(Array.isArray(normalScale)===false){// Blender exporter used to export a scalar. See #7459\nnormalScale=[normalScale,normalScale];}material.normalScale=new Vector2().fromArray(normalScale);}if(json.displacementMap!==undefined)material.displacementMap=getTexture(json.displacementMap);if(json.displacementScale!==undefined)material.displacementScale=json.displacementScale;if(json.displacementBias!==undefined)material.displacementBias=json.displacementBias;if(json.roughnessMap!==undefined)material.roughnessMap=getTexture(json.roughnessMap);if(json.metalnessMap!==undefined)material.metalnessMap=getTexture(json.metalnessMap);if(json.emissiveMap!==undefined)material.emissiveMap=getTexture(json.emissiveMap);if(json.emissiveIntensity!==undefined)material.emissiveIntensity=json.emissiveIntensity;if(json.specularMap!==undefined)material.specularMap=getTexture(json.specularMap);if(json.envMap!==undefined)material.envMap=getTexture(json.envMap);if(json.reflectivity!==undefined)material.reflectivity=json.reflectivity;if(json.lightMap!==undefined)material.lightMap=getTexture(json.lightMap);if(json.lightMapIntensity!==undefined)material.lightMapIntensity=json.lightMapIntensity;if(json.aoMap!==undefined)material.aoMap=getTexture(json.aoMap);if(json.aoMapIntensity!==undefined)material.aoMapIntensity=json.aoMapIntensity;// MultiMaterial\nif(json.materials!==undefined){for(var i=0,l=json.materials.length;i<l;i++){material.materials.push(this.parse(json.materials[i]));}}return material;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function BufferGeometryLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(BufferGeometryLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var loader=new XHRLoader(scope.manager);loader.load(url,function(text){onLoad(scope.parse(JSON.parse(text)));},onProgress,onError);},parse:function parse(json){var geometry=new BufferGeometry();var index=json.data.index;var TYPED_ARRAYS={'Int8Array':Int8Array,'Uint8Array':Uint8Array,'Uint8ClampedArray':Uint8ClampedArray,'Int16Array':Int16Array,'Uint16Array':Uint16Array,'Int32Array':Int32Array,'Uint32Array':Uint32Array,'Float32Array':Float32Array,'Float64Array':Float64Array};if(index!==undefined){var typedArray=new TYPED_ARRAYS[index.type](index.array);geometry.setIndex(new BufferAttribute(typedArray,1));}var attributes=json.data.attributes;for(var key in attributes){var attribute=attributes[key];var typedArray=new TYPED_ARRAYS[attribute.type](attribute.array);geometry.addAttribute(key,new BufferAttribute(typedArray,attribute.itemSize,attribute.normalized));}var groups=json.data.groups||json.data.drawcalls||json.data.offsets;if(groups!==undefined){for(var i=0,n=groups.length;i!==n;++i){var group=groups[i];geometry.addGroup(group.start,group.count,group.materialIndex);}}var boundingSphere=json.data.boundingSphere;if(boundingSphere!==undefined){var center=new Vector3();if(boundingSphere.center!==undefined){center.fromArray(boundingSphere.center);}geometry.boundingSphere=new Sphere(center,boundingSphere.radius);}return geometry;}});/**\n * @author alteredq / http://alteredqualia.com/\n */function Loader(){this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){};}Loader.prototype={constructor:Loader,crossOrigin:undefined,extractUrlBase:function extractUrlBase(url){var parts=url.split('/');if(parts.length===1)return'./';parts.pop();return parts.join('/')+'/';},initMaterials:function initMaterials(materials,texturePath,crossOrigin){var array=[];for(var i=0;i<materials.length;++i){array[i]=this.createMaterial(materials[i],texturePath,crossOrigin);}return array;},createMaterial:function(){var color,textureLoader,materialLoader;return function createMaterial(m,texturePath,crossOrigin){if(color===undefined)color=new Color();if(textureLoader===undefined)textureLoader=new TextureLoader();if(materialLoader===undefined)materialLoader=new MaterialLoader();// convert from old material format\nvar textures={};function loadTexture(path,repeat,offset,wrap,anisotropy){var fullPath=texturePath+path;var loader=Loader.Handlers.get(fullPath);var texture;if(loader!==null){texture=loader.load(fullPath);}else{textureLoader.setCrossOrigin(crossOrigin);texture=textureLoader.load(fullPath);}if(repeat!==undefined){texture.repeat.fromArray(repeat);if(repeat[0]!==1)texture.wrapS=RepeatWrapping;if(repeat[1]!==1)texture.wrapT=RepeatWrapping;}if(offset!==undefined){texture.offset.fromArray(offset);}if(wrap!==undefined){if(wrap[0]==='repeat')texture.wrapS=RepeatWrapping;if(wrap[0]==='mirror')texture.wrapS=MirroredRepeatWrapping;if(wrap[1]==='repeat')texture.wrapT=RepeatWrapping;if(wrap[1]==='mirror')texture.wrapT=MirroredRepeatWrapping;}if(anisotropy!==undefined){texture.anisotropy=anisotropy;}var uuid=exports.Math.generateUUID();textures[uuid]=texture;return uuid;}//\nvar json={uuid:exports.Math.generateUUID(),type:'MeshLambertMaterial'};for(var name in m){var value=m[name];switch(name){case'DbgColor':case'DbgIndex':case'opticalDensity':case'illumination':break;case'DbgName':json.name=value;break;case'blending':json.blending=BlendingMode[value];break;case'colorAmbient':case'mapAmbient':console.warn('THREE.Loader.createMaterial:',name,'is no longer supported.');break;case'colorDiffuse':json.color=color.fromArray(value).getHex();break;case'colorSpecular':json.specular=color.fromArray(value).getHex();break;case'colorEmissive':json.emissive=color.fromArray(value).getHex();break;case'specularCoef':json.shininess=value;break;case'shading':if(value.toLowerCase()==='basic')json.type='MeshBasicMaterial';if(value.toLowerCase()==='phong')json.type='MeshPhongMaterial';if(value.toLowerCase()==='standard')json.type='MeshStandardMaterial';break;case'mapDiffuse':json.map=loadTexture(value,m.mapDiffuseRepeat,m.mapDiffuseOffset,m.mapDiffuseWrap,m.mapDiffuseAnisotropy);break;case'mapDiffuseRepeat':case'mapDiffuseOffset':case'mapDiffuseWrap':case'mapDiffuseAnisotropy':break;case'mapEmissive':json.emissiveMap=loadTexture(value,m.mapEmissiveRepeat,m.mapEmissiveOffset,m.mapEmissiveWrap,m.mapEmissiveAnisotropy);break;case'mapEmissiveRepeat':case'mapEmissiveOffset':case'mapEmissiveWrap':case'mapEmissiveAnisotropy':break;case'mapLight':json.lightMap=loadTexture(value,m.mapLightRepeat,m.mapLightOffset,m.mapLightWrap,m.mapLightAnisotropy);break;case'mapLightRepeat':case'mapLightOffset':case'mapLightWrap':case'mapLightAnisotropy':break;case'mapAO':json.aoMap=loadTexture(value,m.mapAORepeat,m.mapAOOffset,m.mapAOWrap,m.mapAOAnisotropy);break;case'mapAORepeat':case'mapAOOffset':case'mapAOWrap':case'mapAOAnisotropy':break;case'mapBump':json.bumpMap=loadTexture(value,m.mapBumpRepeat,m.mapBumpOffset,m.mapBumpWrap,m.mapBumpAnisotropy);break;case'mapBumpScale':json.bumpScale=value;break;case'mapBumpRepeat':case'mapBumpOffset':case'mapBumpWrap':case'mapBumpAnisotropy':break;case'mapNormal':json.normalMap=loadTexture(value,m.mapNormalRepeat,m.mapNormalOffset,m.mapNormalWrap,m.mapNormalAnisotropy);break;case'mapNormalFactor':json.normalScale=[value,value];break;case'mapNormalRepeat':case'mapNormalOffset':case'mapNormalWrap':case'mapNormalAnisotropy':break;case'mapSpecular':json.specularMap=loadTexture(value,m.mapSpecularRepeat,m.mapSpecularOffset,m.mapSpecularWrap,m.mapSpecularAnisotropy);break;case'mapSpecularRepeat':case'mapSpecularOffset':case'mapSpecularWrap':case'mapSpecularAnisotropy':break;case'mapMetalness':json.metalnessMap=loadTexture(value,m.mapMetalnessRepeat,m.mapMetalnessOffset,m.mapMetalnessWrap,m.mapMetalnessAnisotropy);break;case'mapMetalnessRepeat':case'mapMetalnessOffset':case'mapMetalnessWrap':case'mapMetalnessAnisotropy':break;case'mapRoughness':json.roughnessMap=loadTexture(value,m.mapRoughnessRepeat,m.mapRoughnessOffset,m.mapRoughnessWrap,m.mapRoughnessAnisotropy);break;case'mapRoughnessRepeat':case'mapRoughnessOffset':case'mapRoughnessWrap':case'mapRoughnessAnisotropy':break;case'mapAlpha':json.alphaMap=loadTexture(value,m.mapAlphaRepeat,m.mapAlphaOffset,m.mapAlphaWrap,m.mapAlphaAnisotropy);break;case'mapAlphaRepeat':case'mapAlphaOffset':case'mapAlphaWrap':case'mapAlphaAnisotropy':break;case'flipSided':json.side=BackSide;break;case'doubleSided':json.side=DoubleSide;break;case'transparency':console.warn('THREE.Loader.createMaterial: transparency has been renamed to opacity');json.opacity=value;break;case'depthTest':case'depthWrite':case'colorWrite':case'opacity':case'reflectivity':case'transparent':case'visible':case'wireframe':json[name]=value;break;case'vertexColors':if(value===true)json.vertexColors=VertexColors;if(value==='face')json.vertexColors=FaceColors;break;default:console.error('THREE.Loader.createMaterial: Unsupported',name,value);break;}}if(json.type==='MeshBasicMaterial')delete json.emissive;if(json.type!=='MeshPhongMaterial')delete json.specular;if(json.opacity<1)json.transparent=true;materialLoader.setTextures(textures);return materialLoader.parse(json);};}()};Loader.Handlers={handlers:[],add:function add(regex,loader){this.handlers.push(regex,loader);},get:function get(file){var handlers=this.handlers;for(var i=0,l=handlers.length;i<l;i+=2){var regex=handlers[i];var loader=handlers[i+1];if(regex.test(file)){return loader;}}return null;}};/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function JSONLoader(manager){if(typeof manager==='boolean'){console.warn('THREE.JSONLoader: showStatus parameter has been removed from constructor.');manager=undefined;}this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;this.withCredentials=false;}Object.assign(JSONLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var texturePath=this.texturePath&&typeof this.texturePath===\"string\"?this.texturePath:Loader.prototype.extractUrlBase(url);var loader=new XHRLoader(this.manager);loader.setWithCredentials(this.withCredentials);loader.load(url,function(text){var json=JSON.parse(text);var metadata=json.metadata;if(metadata!==undefined){var type=metadata.type;if(type!==undefined){if(type.toLowerCase()==='object'){console.error('THREE.JSONLoader: '+url+' should be loaded with THREE.ObjectLoader instead.');return;}if(type.toLowerCase()==='scene'){console.error('THREE.JSONLoader: '+url+' should be loaded with THREE.SceneLoader instead.');return;}}}var object=scope.parse(json,texturePath);onLoad(object.geometry,object.materials);},onProgress,onError);},setTexturePath:function setTexturePath(value){this.texturePath=value;},parse:function parse(json,texturePath){var geometry=new Geometry(),scale=json.scale!==undefined?1.0/json.scale:1.0;parseModel(scale);parseSkin();parseMorphing(scale);parseAnimations();geometry.computeFaceNormals();geometry.computeBoundingSphere();function parseModel(scale){function isBitSet(value,position){return value&1<<position;}var i,j,fi,offset,zLength,colorIndex,normalIndex,uvIndex,materialIndex,type,isQuad,hasMaterial,hasFaceVertexUv,hasFaceNormal,hasFaceVertexNormal,hasFaceColor,hasFaceVertexColor,vertex,face,faceA,faceB,hex,normal,uvLayer,uv,u,v,faces=json.faces,vertices=json.vertices,normals=json.normals,colors=json.colors,nUvLayers=0;if(json.uvs!==undefined){// disregard empty arrays\nfor(i=0;i<json.uvs.length;i++){if(json.uvs[i].length)nUvLayers++;}for(i=0;i<nUvLayers;i++){geometry.faceVertexUvs[i]=[];}}offset=0;zLength=vertices.length;while(offset<zLength){vertex=new Vector3();vertex.x=vertices[offset++]*scale;vertex.y=vertices[offset++]*scale;vertex.z=vertices[offset++]*scale;geometry.vertices.push(vertex);}offset=0;zLength=faces.length;while(offset<zLength){type=faces[offset++];isQuad=isBitSet(type,0);hasMaterial=isBitSet(type,1);hasFaceVertexUv=isBitSet(type,3);hasFaceNormal=isBitSet(type,4);hasFaceVertexNormal=isBitSet(type,5);hasFaceColor=isBitSet(type,6);hasFaceVertexColor=isBitSet(type,7);// console.log(\"type\", type, \"bits\", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);\nif(isQuad){faceA=new Face3();faceA.a=faces[offset];faceA.b=faces[offset+1];faceA.c=faces[offset+3];faceB=new Face3();faceB.a=faces[offset+1];faceB.b=faces[offset+2];faceB.c=faces[offset+3];offset+=4;if(hasMaterial){materialIndex=faces[offset++];faceA.materialIndex=materialIndex;faceB.materialIndex=materialIndex;}// to get face <=> uv index correspondence\nfi=geometry.faces.length;if(hasFaceVertexUv){for(i=0;i<nUvLayers;i++){uvLayer=json.uvs[i];geometry.faceVertexUvs[i][fi]=[];geometry.faceVertexUvs[i][fi+1]=[];for(j=0;j<4;j++){uvIndex=faces[offset++];u=uvLayer[uvIndex*2];v=uvLayer[uvIndex*2+1];uv=new Vector2(u,v);if(j!==2)geometry.faceVertexUvs[i][fi].push(uv);if(j!==0)geometry.faceVertexUvs[i][fi+1].push(uv);}}}if(hasFaceNormal){normalIndex=faces[offset++]*3;faceA.normal.set(normals[normalIndex++],normals[normalIndex++],normals[normalIndex]);faceB.normal.copy(faceA.normal);}if(hasFaceVertexNormal){for(i=0;i<4;i++){normalIndex=faces[offset++]*3;normal=new Vector3(normals[normalIndex++],normals[normalIndex++],normals[normalIndex]);if(i!==2)faceA.vertexNormals.push(normal);if(i!==0)faceB.vertexNormals.push(normal);}}if(hasFaceColor){colorIndex=faces[offset++];hex=colors[colorIndex];faceA.color.setHex(hex);faceB.color.setHex(hex);}if(hasFaceVertexColor){for(i=0;i<4;i++){colorIndex=faces[offset++];hex=colors[colorIndex];if(i!==2)faceA.vertexColors.push(new Color(hex));if(i!==0)faceB.vertexColors.push(new Color(hex));}}geometry.faces.push(faceA);geometry.faces.push(faceB);}else{face=new Face3();face.a=faces[offset++];face.b=faces[offset++];face.c=faces[offset++];if(hasMaterial){materialIndex=faces[offset++];face.materialIndex=materialIndex;}// to get face <=> uv index correspondence\nfi=geometry.faces.length;if(hasFaceVertexUv){for(i=0;i<nUvLayers;i++){uvLayer=json.uvs[i];geometry.faceVertexUvs[i][fi]=[];for(j=0;j<3;j++){uvIndex=faces[offset++];u=uvLayer[uvIndex*2];v=uvLayer[uvIndex*2+1];uv=new Vector2(u,v);geometry.faceVertexUvs[i][fi].push(uv);}}}if(hasFaceNormal){normalIndex=faces[offset++]*3;face.normal.set(normals[normalIndex++],normals[normalIndex++],normals[normalIndex]);}if(hasFaceVertexNormal){for(i=0;i<3;i++){normalIndex=faces[offset++]*3;normal=new Vector3(normals[normalIndex++],normals[normalIndex++],normals[normalIndex]);face.vertexNormals.push(normal);}}if(hasFaceColor){colorIndex=faces[offset++];face.color.setHex(colors[colorIndex]);}if(hasFaceVertexColor){for(i=0;i<3;i++){colorIndex=faces[offset++];face.vertexColors.push(new Color(colors[colorIndex]));}}geometry.faces.push(face);}}}function parseSkin(){var influencesPerVertex=json.influencesPerVertex!==undefined?json.influencesPerVertex:2;if(json.skinWeights){for(var i=0,l=json.skinWeights.length;i<l;i+=influencesPerVertex){var x=json.skinWeights[i];var y=influencesPerVertex>1?json.skinWeights[i+1]:0;var z=influencesPerVertex>2?json.skinWeights[i+2]:0;var w=influencesPerVertex>3?json.skinWeights[i+3]:0;geometry.skinWeights.push(new Vector4(x,y,z,w));}}if(json.skinIndices){for(var i=0,l=json.skinIndices.length;i<l;i+=influencesPerVertex){var a=json.skinIndices[i];var b=influencesPerVertex>1?json.skinIndices[i+1]:0;var c=influencesPerVertex>2?json.skinIndices[i+2]:0;var d=influencesPerVertex>3?json.skinIndices[i+3]:0;geometry.skinIndices.push(new Vector4(a,b,c,d));}}geometry.bones=json.bones;if(geometry.bones&&geometry.bones.length>0&&(geometry.skinWeights.length!==geometry.skinIndices.length||geometry.skinIndices.length!==geometry.vertices.length)){console.warn('When skinning, number of vertices ('+geometry.vertices.length+'), skinIndices ('+geometry.skinIndices.length+'), and skinWeights ('+geometry.skinWeights.length+') should match.');}}function parseMorphing(scale){if(json.morphTargets!==undefined){for(var i=0,l=json.morphTargets.length;i<l;i++){geometry.morphTargets[i]={};geometry.morphTargets[i].name=json.morphTargets[i].name;geometry.morphTargets[i].vertices=[];var dstVertices=geometry.morphTargets[i].vertices;var srcVertices=json.morphTargets[i].vertices;for(var v=0,vl=srcVertices.length;v<vl;v+=3){var vertex=new Vector3();vertex.x=srcVertices[v]*scale;vertex.y=srcVertices[v+1]*scale;vertex.z=srcVertices[v+2]*scale;dstVertices.push(vertex);}}}if(json.morphColors!==undefined&&json.morphColors.length>0){console.warn('THREE.JSONLoader: \"morphColors\" no longer supported. Using them as face colors.');var faces=geometry.faces;var morphColors=json.morphColors[0].colors;for(var i=0,l=faces.length;i<l;i++){faces[i].color.fromArray(morphColors,i*3);}}}function parseAnimations(){var outputAnimations=[];// parse old style Bone/Hierarchy animations\nvar animations=[];if(json.animation!==undefined){animations.push(json.animation);}if(json.animations!==undefined){if(json.animations.length){animations=animations.concat(json.animations);}else{animations.push(json.animations);}}for(var i=0;i<animations.length;i++){var clip=AnimationClip.parseAnimation(animations[i],geometry.bones);if(clip)outputAnimations.push(clip);}// parse implicit morph animations\nif(geometry.morphTargets){// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.\nvar morphAnimationClips=AnimationClip.CreateClipsFromMorphTargetSequences(geometry.morphTargets,10);outputAnimations=outputAnimations.concat(morphAnimationClips);}if(outputAnimations.length>0)geometry.animations=outputAnimations;}if(json.materials===undefined||json.materials.length===0){return{geometry:geometry};}else{var materials=Loader.prototype.initMaterials(json.materials,texturePath,this.crossOrigin);return{geometry:geometry,materials:materials};}}});/**\n * @author mrdoob / http://mrdoob.com/\n */function ObjectLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;this.texturePath='';}Object.assign(ObjectLoader.prototype,{load:function load(url,onLoad,onProgress,onError){if(this.texturePath===''){this.texturePath=url.substring(0,url.lastIndexOf('/')+1);}var scope=this;var loader=new XHRLoader(scope.manager);loader.load(url,function(text){scope.parse(JSON.parse(text),onLoad);},onProgress,onError);},setTexturePath:function setTexturePath(value){this.texturePath=value;},setCrossOrigin:function setCrossOrigin(value){this.crossOrigin=value;},parse:function parse(json,onLoad){var geometries=this.parseGeometries(json.geometries);var images=this.parseImages(json.images,function(){if(onLoad!==undefined)onLoad(object);});var textures=this.parseTextures(json.textures,images);var materials=this.parseMaterials(json.materials,textures);var object=this.parseObject(json.object,geometries,materials);if(json.animations){object.animations=this.parseAnimations(json.animations);}if(json.images===undefined||json.images.length===0){if(onLoad!==undefined)onLoad(object);}return object;},parseGeometries:function parseGeometries(json){var geometries={};if(json!==undefined){var geometryLoader=new JSONLoader();var bufferGeometryLoader=new BufferGeometryLoader();for(var i=0,l=json.length;i<l;i++){var geometry;var data=json[i];switch(data.type){case'PlaneGeometry':case'PlaneBufferGeometry':geometry=new Geometries[data.type](data.width,data.height,data.widthSegments,data.heightSegments);break;case'BoxGeometry':case'BoxBufferGeometry':case'CubeGeometry':// backwards compatible\ngeometry=new Geometries[data.type](data.width,data.height,data.depth,data.widthSegments,data.heightSegments,data.depthSegments);break;case'CircleGeometry':case'CircleBufferGeometry':geometry=new Geometries[data.type](data.radius,data.segments,data.thetaStart,data.thetaLength);break;case'CylinderGeometry':case'CylinderBufferGeometry':geometry=new Geometries[data.type](data.radiusTop,data.radiusBottom,data.height,data.radialSegments,data.heightSegments,data.openEnded,data.thetaStart,data.thetaLength);break;case'ConeGeometry':case'ConeBufferGeometry':geometry=new Geometries[data.type](data.radius,data.height,data.radialSegments,data.heightSegments,data.openEnded,data.thetaStart,data.thetaLength);break;case'SphereGeometry':case'SphereBufferGeometry':geometry=new Geometries[data.type](data.radius,data.widthSegments,data.heightSegments,data.phiStart,data.phiLength,data.thetaStart,data.thetaLength);break;case'DodecahedronGeometry':case'IcosahedronGeometry':case'OctahedronGeometry':case'TetrahedronGeometry':geometry=new Geometries[data.type](data.radius,data.detail);break;case'RingGeometry':case'RingBufferGeometry':geometry=new Geometries[data.type](data.innerRadius,data.outerRadius,data.thetaSegments,data.phiSegments,data.thetaStart,data.thetaLength);break;case'TorusGeometry':case'TorusBufferGeometry':geometry=new Geometries[data.type](data.radius,data.tube,data.radialSegments,data.tubularSegments,data.arc);break;case'TorusKnotGeometry':case'TorusKnotBufferGeometry':geometry=new Geometries[data.type](data.radius,data.tube,data.tubularSegments,data.radialSegments,data.p,data.q);break;case'LatheGeometry':case'LatheBufferGeometry':geometry=new Geometries[data.type](data.points,data.segments,data.phiStart,data.phiLength);break;case'BufferGeometry':geometry=bufferGeometryLoader.parse(data);break;case'Geometry':geometry=geometryLoader.parse(data.data,this.texturePath).geometry;break;default:console.warn('THREE.ObjectLoader: Unsupported geometry type \"'+data.type+'\"');continue;}geometry.uuid=data.uuid;if(data.name!==undefined)geometry.name=data.name;geometries[data.uuid]=geometry;}}return geometries;},parseMaterials:function parseMaterials(json,textures){var materials={};if(json!==undefined){var loader=new MaterialLoader();loader.setTextures(textures);for(var i=0,l=json.length;i<l;i++){var material=loader.parse(json[i]);materials[material.uuid]=material;}}return materials;},parseAnimations:function parseAnimations(json){var animations=[];for(var i=0;i<json.length;i++){var clip=AnimationClip.parse(json[i]);animations.push(clip);}return animations;},parseImages:function parseImages(json,onLoad){var scope=this;var images={};function loadImage(url){scope.manager.itemStart(url);return loader.load(url,function(){scope.manager.itemEnd(url);},undefined,function(){scope.manager.itemError(url);});}if(json!==undefined&&json.length>0){var manager=new LoadingManager(onLoad);var loader=new ImageLoader(manager);loader.setCrossOrigin(this.crossOrigin);for(var i=0,l=json.length;i<l;i++){var image=json[i];var path=/^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(image.url)?image.url:scope.texturePath+image.url;images[image.uuid]=loadImage(path);}}return images;},parseTextures:function parseTextures(json,images){function parseConstant(value,type){if(typeof value==='number')return value;console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.',value);return type[value];}var textures={};if(json!==undefined){for(var i=0,l=json.length;i<l;i++){var data=json[i];if(data.image===undefined){console.warn('THREE.ObjectLoader: No \"image\" specified for',data.uuid);}if(images[data.image]===undefined){console.warn('THREE.ObjectLoader: Undefined image',data.image);}var texture=new Texture(images[data.image]);texture.needsUpdate=true;texture.uuid=data.uuid;if(data.name!==undefined)texture.name=data.name;if(data.mapping!==undefined)texture.mapping=parseConstant(data.mapping,TextureMapping);if(data.offset!==undefined)texture.offset.fromArray(data.offset);if(data.repeat!==undefined)texture.repeat.fromArray(data.repeat);if(data.wrap!==undefined){texture.wrapS=parseConstant(data.wrap[0],TextureWrapping);texture.wrapT=parseConstant(data.wrap[1],TextureWrapping);}if(data.minFilter!==undefined)texture.minFilter=parseConstant(data.minFilter,TextureFilter);if(data.magFilter!==undefined)texture.magFilter=parseConstant(data.magFilter,TextureFilter);if(data.anisotropy!==undefined)texture.anisotropy=data.anisotropy;if(data.flipY!==undefined)texture.flipY=data.flipY;textures[data.uuid]=texture;}}return textures;},parseObject:function(){var matrix=new Matrix4();return function parseObject(data,geometries,materials){var object;function getGeometry(name){if(geometries[name]===undefined){console.warn('THREE.ObjectLoader: Undefined geometry',name);}return geometries[name];}function getMaterial(name){if(name===undefined)return undefined;if(materials[name]===undefined){console.warn('THREE.ObjectLoader: Undefined material',name);}return materials[name];}switch(data.type){case'Scene':object=new Scene();if(data.background!==undefined){if(Number.isInteger(data.background)){object.background=new Color(data.background);}}if(data.fog!==undefined){if(data.fog.type==='Fog'){object.fog=new Fog(data.fog.color,data.fog.near,data.fog.far);}else if(data.fog.type==='FogExp2'){object.fog=new FogExp2(data.fog.color,data.fog.density);}}break;case'PerspectiveCamera':object=new PerspectiveCamera(data.fov,data.aspect,data.near,data.far);if(data.focus!==undefined)object.focus=data.focus;if(data.zoom!==undefined)object.zoom=data.zoom;if(data.filmGauge!==undefined)object.filmGauge=data.filmGauge;if(data.filmOffset!==undefined)object.filmOffset=data.filmOffset;if(data.view!==undefined)object.view=Object.assign({},data.view);break;case'OrthographicCamera':object=new OrthographicCamera(data.left,data.right,data.top,data.bottom,data.near,data.far);break;case'AmbientLight':object=new AmbientLight(data.color,data.intensity);break;case'DirectionalLight':object=new DirectionalLight(data.color,data.intensity);break;case'PointLight':object=new PointLight(data.color,data.intensity,data.distance,data.decay);break;case'SpotLight':object=new SpotLight(data.color,data.intensity,data.distance,data.angle,data.penumbra,data.decay);break;case'HemisphereLight':object=new HemisphereLight(data.color,data.groundColor,data.intensity);break;case'Mesh':var geometry=getGeometry(data.geometry);var material=getMaterial(data.material);if(geometry.bones&&geometry.bones.length>0){object=new SkinnedMesh(geometry,material);}else{object=new Mesh(geometry,material);}break;case'LOD':object=new LOD();break;case'Line':object=new Line(getGeometry(data.geometry),getMaterial(data.material),data.mode);break;case'LineSegments':object=new LineSegments(getGeometry(data.geometry),getMaterial(data.material));break;case'PointCloud':case'Points':object=new Points(getGeometry(data.geometry),getMaterial(data.material));break;case'Sprite':object=new Sprite(getMaterial(data.material));break;case'Group':object=new Group();break;default:object=new Object3D();}object.uuid=data.uuid;if(data.name!==undefined)object.name=data.name;if(data.matrix!==undefined){matrix.fromArray(data.matrix);matrix.decompose(object.position,object.quaternion,object.scale);}else{if(data.position!==undefined)object.position.fromArray(data.position);if(data.rotation!==undefined)object.rotation.fromArray(data.rotation);if(data.quaternion!==undefined)object.quaternion.fromArray(data.quaternion);if(data.scale!==undefined)object.scale.fromArray(data.scale);}if(data.castShadow!==undefined)object.castShadow=data.castShadow;if(data.receiveShadow!==undefined)object.receiveShadow=data.receiveShadow;if(data.shadow){if(data.shadow.bias!==undefined)object.shadow.bias=data.shadow.bias;if(data.shadow.radius!==undefined)object.shadow.radius=data.shadow.radius;if(data.shadow.mapSize!==undefined)object.shadow.mapSize.fromArray(data.shadow.mapSize);if(data.shadow.camera!==undefined)object.shadow.camera=this.parseObject(data.shadow.camera);}if(data.visible!==undefined)object.visible=data.visible;if(data.userData!==undefined)object.userData=data.userData;if(data.children!==undefined){for(var child in data.children){object.add(this.parseObject(data.children[child],geometries,materials));}}if(data.type==='LOD'){var levels=data.levels;for(var l=0;l<levels.length;l++){var level=levels[l];var child=object.getObjectByProperty('uuid',level.object);if(child!==undefined){object.addLevel(child,level.distance);}}}return object;};}()});/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Extensible curve object\n *\n * Some common of Curve methods\n * .getPoint(t), getTangent(t)\n * .getPointAt(u), getTangentAt(u)\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following classes subclasses THREE.Curve:\n *\n * -- 2d classes --\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.CubicBezierCurve\n * THREE.SplineCurve\n * THREE.ArcCurve\n * THREE.EllipseCurve\n *\n * -- 3d classes --\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n * THREE.CubicBezierCurve3\n * THREE.SplineCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath\n *\n **//**************************************************************\n *\tAbstract Curve base class\n **************************************************************/function Curve(){}Curve.prototype={constructor:Curve,// Virtual base class method to overwrite and implement in subclasses\n//\t- t [0 .. 1]\ngetPoint:function getPoint(t){console.warn(\"THREE.Curve: Warning, getPoint() not implemented!\");return null;},// Get point at relative position in curve according to arc length\n// - u [0 .. 1]\ngetPointAt:function getPointAt(u){var t=this.getUtoTmapping(u);return this.getPoint(t);},// Get sequence of points using getPoint( t )\ngetPoints:function getPoints(divisions){if(!divisions)divisions=5;var points=[];for(var d=0;d<=divisions;d++){points.push(this.getPoint(d/divisions));}return points;},// Get sequence of points using getPointAt( u )\ngetSpacedPoints:function getSpacedPoints(divisions){if(!divisions)divisions=5;var points=[];for(var d=0;d<=divisions;d++){points.push(this.getPointAt(d/divisions));}return points;},// Get total curve arc length\ngetLength:function getLength(){var lengths=this.getLengths();return lengths[lengths.length-1];},// Get list of cumulative segment lengths\ngetLengths:function getLengths(divisions){if(!divisions)divisions=this.__arcLengthDivisions?this.__arcLengthDivisions:200;if(this.cacheArcLengths&&this.cacheArcLengths.length===divisions+1&&!this.needsUpdate){//console.log( \"cached\", this.cacheArcLengths );\nreturn this.cacheArcLengths;}this.needsUpdate=false;var cache=[];var current,last=this.getPoint(0);var p,sum=0;cache.push(0);for(p=1;p<=divisions;p++){current=this.getPoint(p/divisions);sum+=current.distanceTo(last);cache.push(sum);last=current;}this.cacheArcLengths=cache;return cache;// { sums: cache, sum:sum }; Sum is in the last element.\n},updateArcLengths:function updateArcLengths(){this.needsUpdate=true;this.getLengths();},// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\ngetUtoTmapping:function getUtoTmapping(u,distance){var arcLengths=this.getLengths();var i=0,il=arcLengths.length;var targetArcLength;// The targeted u distance value to get\nif(distance){targetArcLength=distance;}else{targetArcLength=u*arcLengths[il-1];}//var time = Date.now();\n// binary search for the index with largest value smaller than target u distance\nvar low=0,high=il-1,comparison;while(low<=high){i=Math.floor(low+(high-low)/2);// less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\ncomparison=arcLengths[i]-targetArcLength;if(comparison<0){low=i+1;}else if(comparison>0){high=i-1;}else{high=i;break;// DONE\n}}i=high;//console.log('b' , i, low, high, Date.now()- time);\nif(arcLengths[i]===targetArcLength){var t=i/(il-1);return t;}// we could get finer grain at lengths, or use simple interpolation between two points\nvar lengthBefore=arcLengths[i];var lengthAfter=arcLengths[i+1];var segmentLength=lengthAfter-lengthBefore;// determine where we are between the 'before' and 'after' points\nvar segmentFraction=(targetArcLength-lengthBefore)/segmentLength;// add that fractional amount to t\nvar t=(i+segmentFraction)/(il-1);return t;},// Returns a unit vector tangent at t\n// In case any sub curve does not implement its tangent derivation,\n// 2 points a small delta apart will be used to find its gradient\n// which seems to give a reasonable approximation\ngetTangent:function getTangent(t){var delta=0.0001;var t1=t-delta;var t2=t+delta;// Capping in case of danger\nif(t1<0)t1=0;if(t2>1)t2=1;var pt1=this.getPoint(t1);var pt2=this.getPoint(t2);var vec=pt2.clone().sub(pt1);return vec.normalize();},getTangentAt:function getTangentAt(u){var t=this.getUtoTmapping(u);return this.getTangent(t);}};// TODO: Transformation for Curves?\n/**************************************************************\n *\t3D Curves\n **************************************************************/// A Factory method for creating new curve subclasses\nCurve.create=function(constructor,getPointFunc){constructor.prototype=Object.create(Curve.prototype);constructor.prototype.constructor=constructor;constructor.prototype.getPoint=getPointFunc;return constructor;};/**************************************************************\n *\tLine\n **************************************************************/function LineCurve(v1,v2){this.v1=v1;this.v2=v2;}LineCurve.prototype=Object.create(Curve.prototype);LineCurve.prototype.constructor=LineCurve;LineCurve.prototype.isLineCurve=true;LineCurve.prototype.getPoint=function(t){if(t===1){return this.v2.clone();}var point=this.v2.clone().sub(this.v1);point.multiplyScalar(t).add(this.v1);return point;};// Line curve is linear, so we can overwrite default getPointAt\nLineCurve.prototype.getPointAt=function(u){return this.getPoint(u);};LineCurve.prototype.getTangent=function(t){var tangent=this.v2.clone().sub(this.v1);return tangent.normalize();};/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n **//**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/function CurvePath(){this.curves=[];this.autoClose=false;// Automatically closes the path\n}CurvePath.prototype=Object.assign(Object.create(Curve.prototype),{constructor:CurvePath,add:function add(curve){this.curves.push(curve);},closePath:function closePath(){// Add a line curve if start and end of lines are not connected\nvar startPoint=this.curves[0].getPoint(0);var endPoint=this.curves[this.curves.length-1].getPoint(1);if(!startPoint.equals(endPoint)){this.curves.push(new LineCurve(endPoint,startPoint));}},// To get accurate point with reference to\n// entire path distance at time t,\n// following has to be done:\n// 1. Length of each sub path have to be known\n// 2. Locate and identify type of curve\n// 3. Get t for the curve\n// 4. Return curve.getPointAt(t')\ngetPoint:function getPoint(t){var d=t*this.getLength();var curveLengths=this.getCurveLengths();var i=0;// To think about boundaries points.\nwhile(i<curveLengths.length){if(curveLengths[i]>=d){var diff=curveLengths[i]-d;var curve=this.curves[i];var segmentLength=curve.getLength();var u=segmentLength===0?0:1-diff/segmentLength;return curve.getPointAt(u);}i++;}return null;// loop where sum != 0, sum > d , sum+1 <d\n},// We cannot use the default THREE.Curve getPoint() with getLength() because in\n// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n// getPoint() depends on getLength\ngetLength:function getLength(){var lens=this.getCurveLengths();return lens[lens.length-1];},// cacheLengths must be recalculated.\nupdateArcLengths:function updateArcLengths(){this.needsUpdate=true;this.cacheLengths=null;this.getLengths();},// Compute lengths and cache them\n// We cannot overwrite getLengths() because UtoT mapping uses it.\ngetCurveLengths:function getCurveLengths(){// We use cache values if curves and cache array are same length\nif(this.cacheLengths&&this.cacheLengths.length===this.curves.length){return this.cacheLengths;}// Get length of sub-curve\n// Push sums into cached array\nvar lengths=[],sums=0;for(var i=0,l=this.curves.length;i<l;i++){sums+=this.curves[i].getLength();lengths.push(sums);}this.cacheLengths=lengths;return lengths;},getSpacedPoints:function getSpacedPoints(divisions){if(!divisions)divisions=40;var points=[];for(var i=0;i<=divisions;i++){points.push(this.getPoint(i/divisions));}if(this.autoClose){points.push(points[0]);}return points;},getPoints:function getPoints(divisions){divisions=divisions||12;var points=[],last;for(var i=0,curves=this.curves;i<curves.length;i++){var curve=curves[i];var resolution=curve&&curve.isEllipseCurve?divisions*2:curve&&curve.isLineCurve?1:curve&&curve.isSplineCurve?divisions*curve.points.length:divisions;var pts=curve.getPoints(resolution);for(var j=0;j<pts.length;j++){var point=pts[j];if(last&&last.equals(point))continue;// ensures no consecutive points are duplicates\npoints.push(point);last=point;}}if(this.autoClose&&points.length>1&&!points[points.length-1].equals(points[0])){points.push(points[0]);}return points;},/**************************************************************\n \t *\tCreate Geometries Helpers\n \t **************************************************************//// Generate geometry from path points (for Line or Points objects)\ncreatePointsGeometry:function createPointsGeometry(divisions){var pts=this.getPoints(divisions);return this.createGeometry(pts);},// Generate geometry from equidistant sampling along the path\ncreateSpacedPointsGeometry:function createSpacedPointsGeometry(divisions){var pts=this.getSpacedPoints(divisions);return this.createGeometry(pts);},createGeometry:function createGeometry(points){var geometry=new Geometry();for(var i=0,l=points.length;i<l;i++){var point=points[i];geometry.vertices.push(new Vector3(point.x,point.y,point.z||0));}return geometry;}});/**************************************************************\n *\tEllipse curve\n **************************************************************/function EllipseCurve(aX,aY,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation){this.aX=aX;this.aY=aY;this.xRadius=xRadius;this.yRadius=yRadius;this.aStartAngle=aStartAngle;this.aEndAngle=aEndAngle;this.aClockwise=aClockwise;this.aRotation=aRotation||0;}EllipseCurve.prototype=Object.create(Curve.prototype);EllipseCurve.prototype.constructor=EllipseCurve;EllipseCurve.prototype.isEllipseCurve=true;EllipseCurve.prototype.getPoint=function(t){var twoPi=Math.PI*2;var deltaAngle=this.aEndAngle-this.aStartAngle;var samePoints=Math.abs(deltaAngle)<Number.EPSILON;// ensures that deltaAngle is 0 .. 2 PI\nwhile(deltaAngle<0){deltaAngle+=twoPi;}while(deltaAngle>twoPi){deltaAngle-=twoPi;}if(deltaAngle<Number.EPSILON){if(samePoints){deltaAngle=0;}else{deltaAngle=twoPi;}}if(this.aClockwise===true&&!samePoints){if(deltaAngle===twoPi){deltaAngle=-twoPi;}else{deltaAngle=deltaAngle-twoPi;}}var angle=this.aStartAngle+t*deltaAngle;var x=this.aX+this.xRadius*Math.cos(angle);var y=this.aY+this.yRadius*Math.sin(angle);if(this.aRotation!==0){var cos=Math.cos(this.aRotation);var sin=Math.sin(this.aRotation);var tx=x-this.aX;var ty=y-this.aY;// Rotate the point about the center of the ellipse.\nx=tx*cos-ty*sin+this.aX;y=tx*sin+ty*cos+this.aY;}return new Vector2(x,y);};/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */exports.CurveUtils={tangentQuadraticBezier:function tangentQuadraticBezier(t,p0,p1,p2){return 2*(1-t)*(p1-p0)+2*t*(p2-p1);},// Puay Bing, thanks for helping with this derivative!\ntangentCubicBezier:function tangentCubicBezier(t,p0,p1,p2,p3){return-3*p0*(1-t)*(1-t)+3*p1*(1-t)*(1-t)-6*t*p1*(1-t)+6*t*p2*(1-t)-3*t*t*p2+3*t*t*p3;},tangentSpline:function tangentSpline(t,p0,p1,p2,p3){// To check if my formulas are correct\nvar h00=6*t*t-6*t;// derived from 2t^3 3t^2 + 1\nvar h10=3*t*t-4*t+1;// t^3 2t^2 + t\nvar h01=-6*t*t+6*t;// 2t3 + 3t2\nvar h11=3*t*t-2*t;// t3 t2\nreturn h00+h10+h01+h11;},// Catmull-Rom\ninterpolate:function interpolate(p0,p1,p2,p3,t){var v0=(p2-p0)*0.5;var v1=(p3-p1)*0.5;var t2=t*t;var t3=t*t2;return(2*p1-2*p2+v0+v1)*t3+(-3*p1+3*p2-2*v0-v1)*t2+v0*t+p1;}};/**************************************************************\n *\tSpline curve\n **************************************************************/function SplineCurve(points/* array of Vector2 */){this.points=points===undefined?[]:points;}SplineCurve.prototype=Object.create(Curve.prototype);SplineCurve.prototype.constructor=SplineCurve;SplineCurve.prototype.isSplineCurve=true;SplineCurve.prototype.getPoint=function(t){var points=this.points;var point=(points.length-1)*t;var intPoint=Math.floor(point);var weight=point-intPoint;var point0=points[intPoint===0?intPoint:intPoint-1];var point1=points[intPoint];var point2=points[intPoint>points.length-2?points.length-1:intPoint+1];var point3=points[intPoint>points.length-3?points.length-1:intPoint+2];var interpolate=exports.CurveUtils.interpolate;return new Vector2(interpolate(point0.x,point1.x,point2.x,point3.x,weight),interpolate(point0.y,point1.y,point2.y,point3.y,weight));};/**************************************************************\n *\tCubic Bezier curve\n **************************************************************/function CubicBezierCurve(v0,v1,v2,v3){this.v0=v0;this.v1=v1;this.v2=v2;this.v3=v3;}CubicBezierCurve.prototype=Object.create(Curve.prototype);CubicBezierCurve.prototype.constructor=CubicBezierCurve;CubicBezierCurve.prototype.getPoint=function(t){var b3=exports.ShapeUtils.b3;return new Vector2(b3(t,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b3(t,this.v0.y,this.v1.y,this.v2.y,this.v3.y));};CubicBezierCurve.prototype.getTangent=function(t){var tangentCubicBezier=exports.CurveUtils.tangentCubicBezier;return new Vector2(tangentCubicBezier(t,this.v0.x,this.v1.x,this.v2.x,this.v3.x),tangentCubicBezier(t,this.v0.y,this.v1.y,this.v2.y,this.v3.y)).normalize();};/**************************************************************\n *\tQuadratic Bezier curve\n **************************************************************/function QuadraticBezierCurve(v0,v1,v2){this.v0=v0;this.v1=v1;this.v2=v2;}QuadraticBezierCurve.prototype=Object.create(Curve.prototype);QuadraticBezierCurve.prototype.constructor=QuadraticBezierCurve;QuadraticBezierCurve.prototype.getPoint=function(t){var b2=exports.ShapeUtils.b2;return new Vector2(b2(t,this.v0.x,this.v1.x,this.v2.x),b2(t,this.v0.y,this.v1.y,this.v2.y));};QuadraticBezierCurve.prototype.getTangent=function(t){var tangentQuadraticBezier=exports.CurveUtils.tangentQuadraticBezier;return new Vector2(tangentQuadraticBezier(t,this.v0.x,this.v1.x,this.v2.x),tangentQuadraticBezier(t,this.v0.y,this.v1.y,this.v2.y)).normalize();};var PathPrototype=Object.assign(Object.create(CurvePath.prototype),{fromPoints:function fromPoints(vectors){this.moveTo(vectors[0].x,vectors[0].y);for(var i=1,l=vectors.length;i<l;i++){this.lineTo(vectors[i].x,vectors[i].y);}},moveTo:function moveTo(x,y){this.currentPoint.set(x,y);// TODO consider referencing vectors instead of copying?\n},lineTo:function lineTo(x,y){var curve=new LineCurve(this.currentPoint.clone(),new Vector2(x,y));this.curves.push(curve);this.currentPoint.set(x,y);},quadraticCurveTo:function quadraticCurveTo(aCPx,aCPy,aX,aY){var curve=new QuadraticBezierCurve(this.currentPoint.clone(),new Vector2(aCPx,aCPy),new Vector2(aX,aY));this.curves.push(curve);this.currentPoint.set(aX,aY);},bezierCurveTo:function bezierCurveTo(aCP1x,aCP1y,aCP2x,aCP2y,aX,aY){var curve=new CubicBezierCurve(this.currentPoint.clone(),new Vector2(aCP1x,aCP1y),new Vector2(aCP2x,aCP2y),new Vector2(aX,aY));this.curves.push(curve);this.currentPoint.set(aX,aY);},splineThru:function splineThru(pts/*Array of Vector*/){var npts=[this.currentPoint.clone()].concat(pts);var curve=new SplineCurve(npts);this.curves.push(curve);this.currentPoint.copy(pts[pts.length-1]);},arc:function arc(aX,aY,aRadius,aStartAngle,aEndAngle,aClockwise){var x0=this.currentPoint.x;var y0=this.currentPoint.y;this.absarc(aX+x0,aY+y0,aRadius,aStartAngle,aEndAngle,aClockwise);},absarc:function absarc(aX,aY,aRadius,aStartAngle,aEndAngle,aClockwise){this.absellipse(aX,aY,aRadius,aRadius,aStartAngle,aEndAngle,aClockwise);},ellipse:function ellipse(aX,aY,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation){var x0=this.currentPoint.x;var y0=this.currentPoint.y;this.absellipse(aX+x0,aY+y0,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation);},absellipse:function absellipse(aX,aY,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation){var curve=new EllipseCurve(aX,aY,xRadius,yRadius,aStartAngle,aEndAngle,aClockwise,aRotation);if(this.curves.length>0){// if a previous curve is present, attempt to join\nvar firstPoint=curve.getPoint(0);if(!firstPoint.equals(this.currentPoint)){this.lineTo(firstPoint.x,firstPoint.y);}}this.curves.push(curve);var lastPoint=curve.getPoint(1);this.currentPoint.copy(lastPoint);}});/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Defines a 2d shape plane using paths.\n **/// STEP 1 Create a path.\n// STEP 2 Turn path into shape.\n// STEP 3 ExtrudeGeometry takes in Shape/Shapes\n// STEP 3a - Extract points from each shape, turn to vertices\n// STEP 3b - Triangulate each shape, add faces.\nfunction Shape(){Path.apply(this,arguments);this.holes=[];}Shape.prototype=Object.assign(Object.create(PathPrototype),{constructor:Shape,getPointsHoles:function getPointsHoles(divisions){var holesPts=[];for(var i=0,l=this.holes.length;i<l;i++){holesPts[i]=this.holes[i].getPoints(divisions);}return holesPts;},// Get points of shape and holes (keypoints based on segments parameter)\nextractAllPoints:function extractAllPoints(divisions){return{shape:this.getPoints(divisions),holes:this.getPointsHoles(divisions)};},extractPoints:function extractPoints(divisions){return this.extractAllPoints(divisions);}});/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Creates free form 2d path using series of points, lines or curves.\n *\n **/function Path(points){CurvePath.call(this);this.currentPoint=new Vector2();if(points){this.fromPoints(points);}}Path.prototype=PathPrototype;PathPrototype.constructor=Path;// minimal class for proxing functions to Path. Replaces old \"extractSubpaths()\"\nfunction ShapePath(){this.subPaths=[];this.currentPath=null;}ShapePath.prototype={moveTo:function moveTo(x,y){this.currentPath=new Path();this.subPaths.push(this.currentPath);this.currentPath.moveTo(x,y);},lineTo:function lineTo(x,y){this.currentPath.lineTo(x,y);},quadraticCurveTo:function quadraticCurveTo(aCPx,aCPy,aX,aY){this.currentPath.quadraticCurveTo(aCPx,aCPy,aX,aY);},bezierCurveTo:function bezierCurveTo(aCP1x,aCP1y,aCP2x,aCP2y,aX,aY){this.currentPath.bezierCurveTo(aCP1x,aCP1y,aCP2x,aCP2y,aX,aY);},splineThru:function splineThru(pts){this.currentPath.splineThru(pts);},toShapes:function toShapes(isCCW,noHoles){function toShapesNoHoles(inSubpaths){var shapes=[];for(var i=0,l=inSubpaths.length;i<l;i++){var tmpPath=inSubpaths[i];var tmpShape=new Shape();tmpShape.curves=tmpPath.curves;shapes.push(tmpShape);}return shapes;}function isPointInsidePolygon(inPt,inPolygon){var polyLen=inPolygon.length;// inPt on polygon contour => immediate success or\n// toggling of inside/outside at every single! intersection point of an edge\n// with the horizontal line through inPt, left of inPt\n// not counting lowerY endpoints of edges and whole edges on that line\nvar inside=false;for(var p=polyLen-1,q=0;q<polyLen;p=q++){var edgeLowPt=inPolygon[p];var edgeHighPt=inPolygon[q];var edgeDx=edgeHighPt.x-edgeLowPt.x;var edgeDy=edgeHighPt.y-edgeLowPt.y;if(Math.abs(edgeDy)>Number.EPSILON){// not parallel\nif(edgeDy<0){edgeLowPt=inPolygon[q];edgeDx=-edgeDx;edgeHighPt=inPolygon[p];edgeDy=-edgeDy;}if(inPt.y<edgeLowPt.y||inPt.y>edgeHighPt.y)continue;if(inPt.y===edgeLowPt.y){if(inPt.x===edgeLowPt.x)return true;// inPt is on contour ?\n// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n}else{var perpEdge=edgeDy*(inPt.x-edgeLowPt.x)-edgeDx*(inPt.y-edgeLowPt.y);if(perpEdge===0)return true;// inPt is on contour ?\nif(perpEdge<0)continue;inside=!inside;// true intersection left of inPt\n}}else{// parallel or collinear\nif(inPt.y!==edgeLowPt.y)continue;// parallel\n// edge lies on the same horizontal line as inPt\nif(edgeHighPt.x<=inPt.x&&inPt.x<=edgeLowPt.x||edgeLowPt.x<=inPt.x&&inPt.x<=edgeHighPt.x)return true;// inPt: Point on contour !\n// continue;\n}}return inside;}var isClockWise=exports.ShapeUtils.isClockWise;var subPaths=this.subPaths;if(subPaths.length===0)return[];if(noHoles===true)return toShapesNoHoles(subPaths);var solid,tmpPath,tmpShape,shapes=[];if(subPaths.length===1){tmpPath=subPaths[0];tmpShape=new Shape();tmpShape.curves=tmpPath.curves;shapes.push(tmpShape);return shapes;}var holesFirst=!isClockWise(subPaths[0].getPoints());holesFirst=isCCW?!holesFirst:holesFirst;// console.log(\"Holes first\", holesFirst);\nvar betterShapeHoles=[];var newShapes=[];var newShapeHoles=[];var mainIdx=0;var tmpPoints;newShapes[mainIdx]=undefined;newShapeHoles[mainIdx]=[];for(var i=0,l=subPaths.length;i<l;i++){tmpPath=subPaths[i];tmpPoints=tmpPath.getPoints();solid=isClockWise(tmpPoints);solid=isCCW?!solid:solid;if(solid){if(!holesFirst&&newShapes[mainIdx])mainIdx++;newShapes[mainIdx]={s:new Shape(),p:tmpPoints};newShapes[mainIdx].s.curves=tmpPath.curves;if(holesFirst)mainIdx++;newShapeHoles[mainIdx]=[];//console.log('cw', i);\n}else{newShapeHoles[mainIdx].push({h:tmpPath,p:tmpPoints[0]});//console.log('ccw', i);\n}}// only Holes? -> probably all Shapes with wrong orientation\nif(!newShapes[0])return toShapesNoHoles(subPaths);if(newShapes.length>1){var ambiguous=false;var toChange=[];for(var sIdx=0,sLen=newShapes.length;sIdx<sLen;sIdx++){betterShapeHoles[sIdx]=[];}for(var sIdx=0,sLen=newShapes.length;sIdx<sLen;sIdx++){var sho=newShapeHoles[sIdx];for(var hIdx=0;hIdx<sho.length;hIdx++){var ho=sho[hIdx];var hole_unassigned=true;for(var s2Idx=0;s2Idx<newShapes.length;s2Idx++){if(isPointInsidePolygon(ho.p,newShapes[s2Idx].p)){if(sIdx!==s2Idx)toChange.push({froms:sIdx,tos:s2Idx,hole:hIdx});if(hole_unassigned){hole_unassigned=false;betterShapeHoles[s2Idx].push(ho);}else{ambiguous=true;}}}if(hole_unassigned){betterShapeHoles[sIdx].push(ho);}}}// console.log(\"ambiguous: \", ambiguous);\nif(toChange.length>0){// console.log(\"to change: \", toChange);\nif(!ambiguous)newShapeHoles=betterShapeHoles;}}var tmpHoles;for(var i=0,il=newShapes.length;i<il;i++){tmpShape=newShapes[i].s;shapes.push(tmpShape);tmpHoles=newShapeHoles[i];for(var j=0,jl=tmpHoles.length;j<jl;j++){tmpShape.holes.push(tmpHoles[j].h);}}//console.log(\"shape\", shapes);\nreturn shapes;}};/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author mrdoob / http://mrdoob.com/\n */function Font(data){this.data=data;}Object.assign(Font.prototype,{isFont:true,generateShapes:function generateShapes(text,size,divisions){function createPaths(text){var chars=String(text).split('');var scale=size/data.resolution;var offset=0;var paths=[];for(var i=0;i<chars.length;i++){var ret=createPath(chars[i],scale,offset);offset+=ret.offset;paths.push(ret.path);}return paths;}function createPath(c,scale,offset){var glyph=data.glyphs[c]||data.glyphs['?'];if(!glyph)return;var path=new ShapePath();var pts=[],b2=exports.ShapeUtils.b2,b3=exports.ShapeUtils.b3;var x,y,cpx,cpy,cpx0,cpy0,cpx1,cpy1,cpx2,cpy2,laste;if(glyph.o){var outline=glyph._cachedOutline||(glyph._cachedOutline=glyph.o.split(' '));for(var i=0,l=outline.length;i<l;){var action=outline[i++];switch(action){case'm':// moveTo\nx=outline[i++]*scale+offset;y=outline[i++]*scale;path.moveTo(x,y);break;case'l':// lineTo\nx=outline[i++]*scale+offset;y=outline[i++]*scale;path.lineTo(x,y);break;case'q':// quadraticCurveTo\ncpx=outline[i++]*scale+offset;cpy=outline[i++]*scale;cpx1=outline[i++]*scale+offset;cpy1=outline[i++]*scale;path.quadraticCurveTo(cpx1,cpy1,cpx,cpy);laste=pts[pts.length-1];if(laste){cpx0=laste.x;cpy0=laste.y;for(var i2=1;i2<=divisions;i2++){var t=i2/divisions;b2(t,cpx0,cpx1,cpx);b2(t,cpy0,cpy1,cpy);}}break;case'b':// bezierCurveTo\ncpx=outline[i++]*scale+offset;cpy=outline[i++]*scale;cpx1=outline[i++]*scale+offset;cpy1=outline[i++]*scale;cpx2=outline[i++]*scale+offset;cpy2=outline[i++]*scale;path.bezierCurveTo(cpx1,cpy1,cpx2,cpy2,cpx,cpy);laste=pts[pts.length-1];if(laste){cpx0=laste.x;cpy0=laste.y;for(var i2=1;i2<=divisions;i2++){var t=i2/divisions;b3(t,cpx0,cpx1,cpx2,cpx);b3(t,cpy0,cpy1,cpy2,cpy);}}break;}}}return{offset:glyph.ha*scale,path:path};}//\nif(size===undefined)size=100;if(divisions===undefined)divisions=4;var data=this.data;var paths=createPaths(text);var shapes=[];for(var p=0,pl=paths.length;p<pl;p++){Array.prototype.push.apply(shapes,paths[p].toShapes());}return shapes;}});/**\n * @author mrdoob / http://mrdoob.com/\n */function FontLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(FontLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var scope=this;var loader=new XHRLoader(this.manager);loader.load(url,function(text){var json;try{json=JSON.parse(text);}catch(e){console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');json=JSON.parse(text.substring(65,text.length-2));}var font=scope.parse(json);if(onLoad)onLoad(font);},onProgress,onError);},parse:function parse(json){return new Font(json);}});var context;function getAudioContext(){if(context===undefined){context=new(window.AudioContext||window.webkitAudioContext)();}return context;}/**\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */function AudioLoader(manager){this.manager=manager!==undefined?manager:exports.DefaultLoadingManager;}Object.assign(AudioLoader.prototype,{load:function load(url,onLoad,onProgress,onError){var loader=new XHRLoader(this.manager);loader.setResponseType('arraybuffer');loader.load(url,function(buffer){var context=getAudioContext();context.decodeAudioData(buffer,function(audioBuffer){onLoad(audioBuffer);});},onProgress,onError);}});/**\n * @author mrdoob / http://mrdoob.com/\n */function StereoCamera(){this.type='StereoCamera';this.aspect=1;this.eyeSep=0.064;this.cameraL=new PerspectiveCamera();this.cameraL.layers.enable(1);this.cameraL.matrixAutoUpdate=false;this.cameraR=new PerspectiveCamera();this.cameraR.layers.enable(2);this.cameraR.matrixAutoUpdate=false;}Object.assign(StereoCamera.prototype,{update:function(){var instance,focus,fov,aspect,near,far,zoom;var eyeRight=new Matrix4();var eyeLeft=new Matrix4();return function update(camera){var needsUpdate=instance!==this||focus!==camera.focus||fov!==camera.fov||aspect!==camera.aspect*this.aspect||near!==camera.near||far!==camera.far||zoom!==camera.zoom;if(needsUpdate){instance=this;focus=camera.focus;fov=camera.fov;aspect=camera.aspect*this.aspect;near=camera.near;far=camera.far;zoom=camera.zoom;// Off-axis stereoscopic effect based on\n// http://paulbourke.net/stereographics/stereorender/\nvar projectionMatrix=camera.projectionMatrix.clone();var eyeSep=this.eyeSep/2;var eyeSepOnProjection=eyeSep*near/focus;var ymax=near*Math.tan(exports.Math.DEG2RAD*fov*0.5)/zoom;var xmin,xmax;// translate xOffset\neyeLeft.elements[12]=-eyeSep;eyeRight.elements[12]=eyeSep;// for left eye\nxmin=-ymax*aspect+eyeSepOnProjection;xmax=ymax*aspect+eyeSepOnProjection;projectionMatrix.elements[0]=2*near/(xmax-xmin);projectionMatrix.elements[8]=(xmax+xmin)/(xmax-xmin);this.cameraL.projectionMatrix.copy(projectionMatrix);// for right eye\nxmin=-ymax*aspect-eyeSepOnProjection;xmax=ymax*aspect-eyeSepOnProjection;projectionMatrix.elements[0]=2*near/(xmax-xmin);projectionMatrix.elements[8]=(xmax+xmin)/(xmax-xmin);this.cameraR.projectionMatrix.copy(projectionMatrix);}this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(eyeLeft);this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(eyeRight);};}()});/**\n * Camera for rendering cube maps\n *\t- renders scene into axis-aligned cube\n *\n * @author alteredq / http://alteredqualia.com/\n */function CubeCamera(near,far,cubeResolution){Object3D.call(this);this.type='CubeCamera';var fov=90,aspect=1;var cameraPX=new PerspectiveCamera(fov,aspect,near,far);cameraPX.up.set(0,-1,0);cameraPX.lookAt(new Vector3(1,0,0));this.add(cameraPX);var cameraNX=new PerspectiveCamera(fov,aspect,near,far);cameraNX.up.set(0,-1,0);cameraNX.lookAt(new Vector3(-1,0,0));this.add(cameraNX);var cameraPY=new PerspectiveCamera(fov,aspect,near,far);cameraPY.up.set(0,0,1);cameraPY.lookAt(new Vector3(0,1,0));this.add(cameraPY);var cameraNY=new PerspectiveCamera(fov,aspect,near,far);cameraNY.up.set(0,0,-1);cameraNY.lookAt(new Vector3(0,-1,0));this.add(cameraNY);var cameraPZ=new PerspectiveCamera(fov,aspect,near,far);cameraPZ.up.set(0,-1,0);cameraPZ.lookAt(new Vector3(0,0,1));this.add(cameraPZ);var cameraNZ=new PerspectiveCamera(fov,aspect,near,far);cameraNZ.up.set(0,-1,0);cameraNZ.lookAt(new Vector3(0,0,-1));this.add(cameraNZ);var options={format:RGBFormat,magFilter:LinearFilter,minFilter:LinearFilter};this.renderTarget=new WebGLRenderTargetCube(cubeResolution,cubeResolution,options);this.updateCubeMap=function(renderer,scene){if(this.parent===null)this.updateMatrixWorld();var renderTarget=this.renderTarget;var generateMipmaps=renderTarget.texture.generateMipmaps;renderTarget.texture.generateMipmaps=false;renderTarget.activeCubeFace=0;renderer.render(scene,cameraPX,renderTarget);renderTarget.activeCubeFace=1;renderer.render(scene,cameraNX,renderTarget);renderTarget.activeCubeFace=2;renderer.render(scene,cameraPY,renderTarget);renderTarget.activeCubeFace=3;renderer.render(scene,cameraNY,renderTarget);renderTarget.activeCubeFace=4;renderer.render(scene,cameraPZ,renderTarget);renderTarget.texture.generateMipmaps=generateMipmaps;renderTarget.activeCubeFace=5;renderer.render(scene,cameraNZ,renderTarget);renderer.setRenderTarget(null);};}CubeCamera.prototype=Object.create(Object3D.prototype);CubeCamera.prototype.constructor=CubeCamera;function AudioListener(){Object3D.call(this);this.type='AudioListener';this.context=getAudioContext();this.gain=this.context.createGain();this.gain.connect(this.context.destination);this.filter=null;}AudioListener.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:AudioListener,getInput:function getInput(){return this.gain;},removeFilter:function removeFilter(){if(this.filter!==null){this.gain.disconnect(this.filter);this.filter.disconnect(this.context.destination);this.gain.connect(this.context.destination);this.filter=null;}},getFilter:function getFilter(){return this.filter;},setFilter:function setFilter(value){if(this.filter!==null){this.gain.disconnect(this.filter);this.filter.disconnect(this.context.destination);}else{this.gain.disconnect(this.context.destination);}this.filter=value;this.gain.connect(this.filter);this.filter.connect(this.context.destination);},getMasterVolume:function getMasterVolume(){return this.gain.gain.value;},setMasterVolume:function setMasterVolume(value){this.gain.gain.value=value;},updateMatrixWorld:function(){var position=new Vector3();var quaternion=new Quaternion();var scale=new Vector3();var orientation=new Vector3();return function updateMatrixWorld(force){Object3D.prototype.updateMatrixWorld.call(this,force);var listener=this.context.listener;var up=this.up;this.matrixWorld.decompose(position,quaternion,scale);orientation.set(0,0,-1).applyQuaternion(quaternion);listener.setPosition(position.x,position.y,position.z);listener.setOrientation(orientation.x,orientation.y,orientation.z,up.x,up.y,up.z);};}()});function Audio(listener){Object3D.call(this);this.type='Audio';this.context=listener.context;this.source=this.context.createBufferSource();this.source.onended=this.onEnded.bind(this);this.gain=this.context.createGain();this.gain.connect(listener.getInput());this.autoplay=false;this.startTime=0;this.playbackRate=1;this.isPlaying=false;this.hasPlaybackControl=true;this.sourceType='empty';this.filters=[];}Audio.prototype=Object.assign(Object.create(Object3D.prototype),{constructor:Audio,getOutput:function getOutput(){return this.gain;},setNodeSource:function setNodeSource(audioNode){this.hasPlaybackControl=false;this.sourceType='audioNode';this.source=audioNode;this.connect();return this;},setBuffer:function setBuffer(audioBuffer){this.source.buffer=audioBuffer;this.sourceType='buffer';if(this.autoplay)this.play();return this;},play:function play(){if(this.isPlaying===true){console.warn('THREE.Audio: Audio is already playing.');return;}if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return;}var source=this.context.createBufferSource();source.buffer=this.source.buffer;source.loop=this.source.loop;source.onended=this.source.onended;source.start(0,this.startTime);source.playbackRate.value=this.playbackRate;this.isPlaying=true;this.source=source;return this.connect();},pause:function pause(){if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return;}this.source.stop();this.startTime=this.context.currentTime;this.isPlaying=false;return this;},stop:function stop(){if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return;}this.source.stop();this.startTime=0;this.isPlaying=false;return this;},connect:function connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(var i=1,l=this.filters.length;i<l;i++){this.filters[i-1].connect(this.filters[i]);}this.filters[this.filters.length-1].connect(this.getOutput());}else{this.source.connect(this.getOutput());}return this;},disconnect:function disconnect(){if(this.filters.length>0){this.source.disconnect(this.filters[0]);for(var i=1,l=this.filters.length;i<l;i++){this.filters[i-1].disconnect(this.filters[i]);}this.filters[this.filters.length-1].disconnect(this.getOutput());}else{this.source.disconnect(this.getOutput());}return this;},getFilters:function getFilters(){return this.filters;},setFilters:function setFilters(value){if(!value)value=[];if(this.isPlaying===true){this.disconnect();this.filters=value;this.connect();}else{this.filters=value;}return this;},getFilter:function getFilter(){return this.getFilters()[0];},setFilter:function setFilter(filter){return this.setFilters(filter?[filter]:[]);},setPlaybackRate:function setPlaybackRate(value){if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return;}this.playbackRate=value;if(this.isPlaying===true){this.source.playbackRate.value=this.playbackRate;}return this;},getPlaybackRate:function getPlaybackRate(){return this.playbackRate;},onEnded:function onEnded(){this.isPlaying=false;},getLoop:function getLoop(){if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return false;}return this.source.loop;},setLoop:function setLoop(value){if(this.hasPlaybackControl===false){console.warn('THREE.Audio: this Audio has no playback control.');return;}this.source.loop=value;},getVolume:function getVolume(){return this.gain.gain.value;},setVolume:function setVolume(value){this.gain.gain.value=value;return this;}});function PositionalAudio(listener){Audio.call(this,listener);this.panner=this.context.createPanner();this.panner.connect(this.gain);}PositionalAudio.prototype=Object.assign(Object.create(Audio.prototype),{constructor:PositionalAudio,getOutput:function getOutput(){return this.panner;},getRefDistance:function getRefDistance(){return this.panner.refDistance;},setRefDistance:function setRefDistance(value){this.panner.refDistance=value;},getRolloffFactor:function getRolloffFactor(){return this.panner.rolloffFactor;},setRolloffFactor:function setRolloffFactor(value){this.panner.rolloffFactor=value;},getDistanceModel:function getDistanceModel(){return this.panner.distanceModel;},setDistanceModel:function setDistanceModel(value){this.panner.distanceModel=value;},getMaxDistance:function getMaxDistance(){return this.panner.maxDistance;},setMaxDistance:function setMaxDistance(value){this.panner.maxDistance=value;},updateMatrixWorld:function(){var position=new Vector3();return function updateMatrixWorld(force){Object3D.prototype.updateMatrixWorld.call(this,force);position.setFromMatrixPosition(this.matrixWorld);this.panner.setPosition(position.x,position.y,position.z);};}()});/**\n * @author mrdoob / http://mrdoob.com/\n */function AudioAnalyser(audio,fftSize){this.analyser=audio.context.createAnalyser();this.analyser.fftSize=fftSize!==undefined?fftSize:2048;this.data=new Uint8Array(this.analyser.frequencyBinCount);audio.getOutput().connect(this.analyser);}Object.assign(AudioAnalyser.prototype,{getFrequencyData:function getFrequencyData(){this.analyser.getByteFrequencyData(this.data);return this.data;},getAverageFrequency:function getAverageFrequency(){var value=0,data=this.getFrequencyData();for(var i=0;i<data.length;i++){value+=data[i];}return value/data.length;}});/**\n *\n * Buffered scene graph property that allows weighted accumulation.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function PropertyMixer(binding,typeName,valueSize){this.binding=binding;this.valueSize=valueSize;var bufferType=Float64Array,mixFunction;switch(typeName){case'quaternion':mixFunction=this._slerp;break;case'string':case'bool':bufferType=Array,mixFunction=this._select;break;default:mixFunction=this._lerp;}this.buffer=new bufferType(valueSize*4);// layout: [ incoming | accu0 | accu1 | orig ]\n//\n// interpolators can use .buffer as their .result\n// the data then goes to 'incoming'\n//\n// 'accu0' and 'accu1' are used frame-interleaved for\n// the cumulative result and are compared to detect\n// changes\n//\n// 'orig' stores the original state of the property\nthis._mixBufferRegion=mixFunction;this.cumulativeWeight=0;this.useCount=0;this.referenceCount=0;}PropertyMixer.prototype={constructor:PropertyMixer,// accumulate data in the 'incoming' region into 'accu<i>'\naccumulate:function accumulate(accuIndex,weight){// note: happily accumulating nothing when weight = 0, the caller knows\n// the weight and shouldn't have made the call in the first place\nvar buffer=this.buffer,stride=this.valueSize,offset=accuIndex*stride+stride,currentWeight=this.cumulativeWeight;if(currentWeight===0){// accuN := incoming * weight\nfor(var i=0;i!==stride;++i){buffer[offset+i]=buffer[i];}currentWeight=weight;}else{// accuN := accuN + incoming * weight\ncurrentWeight+=weight;var mix=weight/currentWeight;this._mixBufferRegion(buffer,offset,0,mix,stride);}this.cumulativeWeight=currentWeight;},// apply the state of 'accu<i>' to the binding when accus differ\napply:function apply(accuIndex){var stride=this.valueSize,buffer=this.buffer,offset=accuIndex*stride+stride,weight=this.cumulativeWeight,binding=this.binding;this.cumulativeWeight=0;if(weight<1){// accuN := accuN + original * ( 1 - cumulativeWeight )\nvar originalValueOffset=stride*3;this._mixBufferRegion(buffer,offset,originalValueOffset,1-weight,stride);}for(var i=stride,e=stride+stride;i!==e;++i){if(buffer[i]!==buffer[i+stride]){// value has changed -> update scene graph\nbinding.setValue(buffer,offset);break;}}},// remember the state of the bound property and copy it to both accus\nsaveOriginalState:function saveOriginalState(){var binding=this.binding;var buffer=this.buffer,stride=this.valueSize,originalValueOffset=stride*3;binding.getValue(buffer,originalValueOffset);// accu[0..1] := orig -- initially detect changes against the original\nfor(var i=stride,e=originalValueOffset;i!==e;++i){buffer[i]=buffer[originalValueOffset+i%stride];}this.cumulativeWeight=0;},// apply the state previously taken via 'saveOriginalState' to the binding\nrestoreOriginalState:function restoreOriginalState(){var originalValueOffset=this.valueSize*3;this.binding.setValue(this.buffer,originalValueOffset);},// mix functions\n_select:function _select(buffer,dstOffset,srcOffset,t,stride){if(t>=0.5){for(var i=0;i!==stride;++i){buffer[dstOffset+i]=buffer[srcOffset+i];}}},_slerp:function _slerp(buffer,dstOffset,srcOffset,t,stride){Quaternion.slerpFlat(buffer,dstOffset,buffer,dstOffset,buffer,srcOffset,t);},_lerp:function _lerp(buffer,dstOffset,srcOffset,t,stride){var s=1-t;for(var i=0;i!==stride;++i){var j=dstOffset+i;buffer[j]=buffer[j]*s+buffer[srcOffset+i]*t;}}};/**\n *\n * A reference to a real property in the scene graph.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function PropertyBinding(rootNode,path,parsedPath){this.path=path;this.parsedPath=parsedPath||PropertyBinding.parseTrackName(path);this.node=PropertyBinding.findNode(rootNode,this.parsedPath.nodeName)||rootNode;this.rootNode=rootNode;}PropertyBinding.prototype={constructor:PropertyBinding,getValue:function getValue_unbound(targetArray,offset){this.bind();this.getValue(targetArray,offset);// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\n},setValue:function getValue_unbound(sourceArray,offset){this.bind();this.setValue(sourceArray,offset);},// create getter / setter pair for a property in the scene graph\nbind:function bind(){var targetObject=this.node,parsedPath=this.parsedPath,objectName=parsedPath.objectName,propertyName=parsedPath.propertyName,propertyIndex=parsedPath.propertyIndex;if(!targetObject){targetObject=PropertyBinding.findNode(this.rootNode,parsedPath.nodeName)||this.rootNode;this.node=targetObject;}// set fail state so we can just 'return' on error\nthis.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;// ensure there is a value node\nif(!targetObject){console.error(\" trying to update node for track: \"+this.path+\" but it wasn't found.\");return;}if(objectName){var objectIndex=parsedPath.objectIndex;// special cases were we need to reach deeper into the hierarchy to get the face materials....\nswitch(objectName){case'materials':if(!targetObject.material){console.error(' can not bind to material as node does not have a material',this);return;}if(!targetObject.material.materials){console.error(' can not bind to material.materials as node.material does not have a materials array',this);return;}targetObject=targetObject.material.materials;break;case'bones':if(!targetObject.skeleton){console.error(' can not bind to bones as node does not have a skeleton',this);return;}// potential future optimization: skip this if propertyIndex is already an integer\n// and convert the integer string to a true integer.\ntargetObject=targetObject.skeleton.bones;// support resolving morphTarget names into indices.\nfor(var i=0;i<targetObject.length;i++){if(targetObject[i].name===objectIndex){objectIndex=i;break;}}break;default:if(targetObject[objectName]===undefined){console.error(' can not bind to objectName of node, undefined',this);return;}targetObject=targetObject[objectName];}if(objectIndex!==undefined){if(targetObject[objectIndex]===undefined){console.error(\" trying to bind to objectIndex of objectName, but is undefined:\",this,targetObject);return;}targetObject=targetObject[objectIndex];}}// resolve property\nvar nodeProperty=targetObject[propertyName];if(nodeProperty===undefined){var nodeName=parsedPath.nodeName;console.error(\" trying to update property for track: \"+nodeName+'.'+propertyName+\" but it wasn't found.\",targetObject);return;}// determine versioning scheme\nvar versioning=this.Versioning.None;if(targetObject.needsUpdate!==undefined){// material\nversioning=this.Versioning.NeedsUpdate;this.targetObject=targetObject;}else if(targetObject.matrixWorldNeedsUpdate!==undefined){// node transform\nversioning=this.Versioning.MatrixWorldNeedsUpdate;this.targetObject=targetObject;}// determine how the property gets bound\nvar bindingType=this.BindingType.Direct;if(propertyIndex!==undefined){// access a sub element of the property array (only primitives are supported right now)\nif(propertyName===\"morphTargetInfluences\"){// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n// support resolving morphTarget names into indices.\nif(!targetObject.geometry){console.error(' can not bind to morphTargetInfluences becasuse node does not have a geometry',this);return;}if(!targetObject.geometry.morphTargets){console.error(' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets',this);return;}for(var i=0;i<this.node.geometry.morphTargets.length;i++){if(targetObject.geometry.morphTargets[i].name===propertyIndex){propertyIndex=i;break;}}}bindingType=this.BindingType.ArrayElement;this.resolvedProperty=nodeProperty;this.propertyIndex=propertyIndex;}else if(nodeProperty.fromArray!==undefined&&nodeProperty.toArray!==undefined){// must use copy for Object3D.Euler/Quaternion\nbindingType=this.BindingType.HasFromToArray;this.resolvedProperty=nodeProperty;}else if(nodeProperty.length!==undefined){bindingType=this.BindingType.EntireArray;this.resolvedProperty=nodeProperty;}else{this.propertyName=propertyName;}// select getter / setter\nthis.getValue=this.GetterByBindingType[bindingType];this.setValue=this.SetterByBindingTypeAndVersioning[bindingType][versioning];},unbind:function unbind(){this.node=null;// back to the prototype version of getValue / setValue\n// note: avoiding to mutate the shape of 'this' via 'delete'\nthis.getValue=this._getValue_unbound;this.setValue=this._setValue_unbound;}};Object.assign(PropertyBinding.prototype,{// prototype, continued\n// these are used to \"bind\" a nonexistent property\n_getValue_unavailable:function _getValue_unavailable(){},_setValue_unavailable:function _setValue_unavailable(){},// initial state of these methods that calls 'bind'\n_getValue_unbound:PropertyBinding.prototype.getValue,_setValue_unbound:PropertyBinding.prototype.setValue,BindingType:{Direct:0,EntireArray:1,ArrayElement:2,HasFromToArray:3},Versioning:{None:0,NeedsUpdate:1,MatrixWorldNeedsUpdate:2},GetterByBindingType:[function getValue_direct(buffer,offset){buffer[offset]=this.node[this.propertyName];},function getValue_array(buffer,offset){var source=this.resolvedProperty;for(var i=0,n=source.length;i!==n;++i){buffer[offset++]=source[i];}},function getValue_arrayElement(buffer,offset){buffer[offset]=this.resolvedProperty[this.propertyIndex];},function getValue_toArray(buffer,offset){this.resolvedProperty.toArray(buffer,offset);}],SetterByBindingTypeAndVersioning:[[// Direct\nfunction setValue_direct(buffer,offset){this.node[this.propertyName]=buffer[offset];},function setValue_direct_setNeedsUpdate(buffer,offset){this.node[this.propertyName]=buffer[offset];this.targetObject.needsUpdate=true;},function setValue_direct_setMatrixWorldNeedsUpdate(buffer,offset){this.node[this.propertyName]=buffer[offset];this.targetObject.matrixWorldNeedsUpdate=true;}],[// EntireArray\nfunction setValue_array(buffer,offset){var dest=this.resolvedProperty;for(var i=0,n=dest.length;i!==n;++i){dest[i]=buffer[offset++];}},function setValue_array_setNeedsUpdate(buffer,offset){var dest=this.resolvedProperty;for(var i=0,n=dest.length;i!==n;++i){dest[i]=buffer[offset++];}this.targetObject.needsUpdate=true;},function setValue_array_setMatrixWorldNeedsUpdate(buffer,offset){var dest=this.resolvedProperty;for(var i=0,n=dest.length;i!==n;++i){dest[i]=buffer[offset++];}this.targetObject.matrixWorldNeedsUpdate=true;}],[// ArrayElement\nfunction setValue_arrayElement(buffer,offset){this.resolvedProperty[this.propertyIndex]=buffer[offset];},function setValue_arrayElement_setNeedsUpdate(buffer,offset){this.resolvedProperty[this.propertyIndex]=buffer[offset];this.targetObject.needsUpdate=true;},function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer,offset){this.resolvedProperty[this.propertyIndex]=buffer[offset];this.targetObject.matrixWorldNeedsUpdate=true;}],[// HasToFromArray\nfunction setValue_fromArray(buffer,offset){this.resolvedProperty.fromArray(buffer,offset);},function setValue_fromArray_setNeedsUpdate(buffer,offset){this.resolvedProperty.fromArray(buffer,offset);this.targetObject.needsUpdate=true;},function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer,offset){this.resolvedProperty.fromArray(buffer,offset);this.targetObject.matrixWorldNeedsUpdate=true;}]]});PropertyBinding.Composite=function(targetGroup,path,optionalParsedPath){var parsedPath=optionalParsedPath||PropertyBinding.parseTrackName(path);this._targetGroup=targetGroup;this._bindings=targetGroup.subscribe_(path,parsedPath);};PropertyBinding.Composite.prototype={constructor:PropertyBinding.Composite,getValue:function getValue(array,offset){this.bind();// bind all binding\nvar firstValidIndex=this._targetGroup.nCachedObjects_,binding=this._bindings[firstValidIndex];// and only call .getValue on the first\nif(binding!==undefined)binding.getValue(array,offset);},setValue:function setValue(array,offset){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].setValue(array,offset);}},bind:function bind(){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].bind();}},unbind:function unbind(){var bindings=this._bindings;for(var i=this._targetGroup.nCachedObjects_,n=bindings.length;i!==n;++i){bindings[i].unbind();}}};PropertyBinding.create=function(root,path,parsedPath){if(!(root&&root.isAnimationObjectGroup)){return new PropertyBinding(root,path,parsedPath);}else{return new PropertyBinding.Composite(root,path,parsedPath);}};PropertyBinding.parseTrackName=function(trackName){// matches strings in the form of:\n// nodeName.property\n// nodeName.property[accessor]\n// nodeName.material.property[accessor]\n// uuid.property[accessor]\n// uuid.objectName[objectIndex].propertyName[propertyIndex]\n// parentName/nodeName.property\n// parentName/parentName/nodeName.property[index]\n// .bone[Armature.DEF_cog].position\n// scene:helium_balloon_model:helium_balloon_model.position\n// created and tested via https://regex101.com/#javascript\nvar re=/^((?:\\w+[\\/:])*)(\\w+)?(?:\\.(\\w+)(?:\\[(.+)\\])?)?\\.(\\w+)(?:\\[(.+)\\])?$/;var matches=re.exec(trackName);if(!matches){throw new Error(\"cannot parse trackName at all: \"+trackName);}var results={// directoryName: matches[ 1 ], // (tschw) currently unused\nnodeName:matches[2],// allowed to be null, specified root node.\nobjectName:matches[3],objectIndex:matches[4],propertyName:matches[5],propertyIndex:matches[6]// allowed to be null, specifies that the whole property is set.\n};if(results.propertyName===null||results.propertyName.length===0){throw new Error(\"can not parse propertyName from trackName: \"+trackName);}return results;};PropertyBinding.findNode=function(root,nodeName){if(!nodeName||nodeName===\"\"||nodeName===\"root\"||nodeName===\".\"||nodeName===-1||nodeName===root.name||nodeName===root.uuid){return root;}// search into skeleton bones.\nif(root.skeleton){var searchSkeleton=function searchSkeleton(skeleton){for(var i=0;i<skeleton.bones.length;i++){var bone=skeleton.bones[i];if(bone.name===nodeName){return bone;}}return null;};var bone=searchSkeleton(root.skeleton);if(bone){return bone;}}// search into node subtree.\nif(root.children){var searchNodeSubtree=function searchNodeSubtree(children){for(var i=0;i<children.length;i++){var childNode=children[i];if(childNode.name===nodeName||childNode.uuid===nodeName){return childNode;}var result=searchNodeSubtree(childNode.children);if(result)return result;}return null;};var subTreeNode=searchNodeSubtree(root.children);if(subTreeNode){return subTreeNode;}}return null;};/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * \t-\tAdd objects you would otherwise pass as 'root' to the\n * \t\tconstructor or the .clipAction method of AnimationMixer.\n *\n * \t-\tInstead pass this object as 'root'.\n *\n * \t-\tYou can also add and remove objects later when the mixer\n * \t\tis running.\n *\n * Note:\n *\n * \tObjects of this class appear as one object to the mixer,\n * \tso cache control of the individual objects must be done\n * \ton the group.\n *\n * Limitation:\n *\n * \t- \tThe animated properties must be compatible among the\n * \t\tall objects in the group.\n *\n * -\tA single property can either be controlled through a\n * \ttarget group or directly, but not both.\n *\n * @author tschw\n */function AnimationObjectGroup(var_args){this.uuid=exports.Math.generateUUID();// cached objects followed by the active ones\nthis._objects=Array.prototype.slice.call(arguments);this.nCachedObjects_=0;// threshold\n// note: read by PropertyBinding.Composite\nvar indices={};this._indicesByUUID=indices;// for bookkeeping\nfor(var i=0,n=arguments.length;i!==n;++i){indices[arguments[i].uuid]=i;}this._paths=[];// inside: string\nthis._parsedPaths=[];// inside: { we don't care, here }\nthis._bindings=[];// inside: Array< PropertyBinding >\nthis._bindingsIndicesByPath={};// inside: indices in these arrays\nvar scope=this;this.stats={objects:{get total(){return scope._objects.length;},get inUse(){return this.total-scope.nCachedObjects_;}},get bindingsPerObject(){return scope._bindings.length;}};}AnimationObjectGroup.prototype={constructor:AnimationObjectGroup,isAnimationObjectGroup:true,add:function add(var_args){var objects=this._objects,nObjects=objects.length,nCachedObjects=this.nCachedObjects_,indicesByUUID=this._indicesByUUID,paths=this._paths,parsedPaths=this._parsedPaths,bindings=this._bindings,nBindings=bindings.length;for(var i=0,n=arguments.length;i!==n;++i){var object=arguments[i],uuid=object.uuid,index=indicesByUUID[uuid];if(index===undefined){// unknown object -> add it to the ACTIVE region\nindex=nObjects++;indicesByUUID[uuid]=index;objects.push(object);// accounting is done, now do the same for all bindings\nfor(var j=0,m=nBindings;j!==m;++j){bindings[j].push(new PropertyBinding(object,paths[j],parsedPaths[j]));}}else if(index<nCachedObjects){var knownObject=objects[index];// move existing object to the ACTIVE region\nvar firstActiveIndex=--nCachedObjects,lastCachedObject=objects[firstActiveIndex];indicesByUUID[lastCachedObject.uuid]=index;objects[index]=lastCachedObject;indicesByUUID[uuid]=firstActiveIndex;objects[firstActiveIndex]=object;// accounting is done, now do the same for all bindings\nfor(var j=0,m=nBindings;j!==m;++j){var bindingsForPath=bindings[j],lastCached=bindingsForPath[firstActiveIndex],binding=bindingsForPath[index];bindingsForPath[index]=lastCached;if(binding===undefined){// since we do not bother to create new bindings\n// for objects that are cached, the binding may\n// or may not exist\nbinding=new PropertyBinding(object,paths[j],parsedPaths[j]);}bindingsForPath[firstActiveIndex]=binding;}}else if(objects[index]!==knownObject){console.error(\"Different objects with the same UUID \"+\"detected. Clean the caches or recreate your \"+\"infrastructure when reloading scenes...\");}// else the object is already where we want it to be\n}// for arguments\nthis.nCachedObjects_=nCachedObjects;},remove:function remove(var_args){var objects=this._objects,nCachedObjects=this.nCachedObjects_,indicesByUUID=this._indicesByUUID,bindings=this._bindings,nBindings=bindings.length;for(var i=0,n=arguments.length;i!==n;++i){var object=arguments[i],uuid=object.uuid,index=indicesByUUID[uuid];if(index!==undefined&&index>=nCachedObjects){// move existing object into the CACHED region\nvar lastCachedIndex=nCachedObjects++,firstActiveObject=objects[lastCachedIndex];indicesByUUID[firstActiveObject.uuid]=index;objects[index]=firstActiveObject;indicesByUUID[uuid]=lastCachedIndex;objects[lastCachedIndex]=object;// accounting is done, now do the same for all bindings\nfor(var j=0,m=nBindings;j!==m;++j){var bindingsForPath=bindings[j],firstActive=bindingsForPath[lastCachedIndex],binding=bindingsForPath[index];bindingsForPath[index]=firstActive;bindingsForPath[lastCachedIndex]=binding;}}}// for arguments\nthis.nCachedObjects_=nCachedObjects;},// remove & forget\nuncache:function uncache(var_args){var objects=this._objects,nObjects=objects.length,nCachedObjects=this.nCachedObjects_,indicesByUUID=this._indicesByUUID,bindings=this._bindings,nBindings=bindings.length;for(var i=0,n=arguments.length;i!==n;++i){var object=arguments[i],uuid=object.uuid,index=indicesByUUID[uuid];if(index!==undefined){delete indicesByUUID[uuid];if(index<nCachedObjects){// object is cached, shrink the CACHED region\nvar firstActiveIndex=--nCachedObjects,lastCachedObject=objects[firstActiveIndex],lastIndex=--nObjects,lastObject=objects[lastIndex];// last cached object takes this object's place\nindicesByUUID[lastCachedObject.uuid]=index;objects[index]=lastCachedObject;// last object goes to the activated slot and pop\nindicesByUUID[lastObject.uuid]=firstActiveIndex;objects[firstActiveIndex]=lastObject;objects.pop();// accounting is done, now do the same for all bindings\nfor(var j=0,m=nBindings;j!==m;++j){var bindingsForPath=bindings[j],lastCached=bindingsForPath[firstActiveIndex],last=bindingsForPath[lastIndex];bindingsForPath[index]=lastCached;bindingsForPath[firstActiveIndex]=last;bindingsForPath.pop();}}else{// object is active, just swap with the last and pop\nvar lastIndex=--nObjects,lastObject=objects[lastIndex];indicesByUUID[lastObject.uuid]=index;objects[index]=lastObject;objects.pop();// accounting is done, now do the same for all bindings\nfor(var j=0,m=nBindings;j!==m;++j){var bindingsForPath=bindings[j];bindingsForPath[index]=bindingsForPath[lastIndex];bindingsForPath.pop();}}// cached or active\n}// if object is known\n}// for arguments\nthis.nCachedObjects_=nCachedObjects;},// Internal interface used by befriended PropertyBinding.Composite:\nsubscribe_:function subscribe_(path,parsedPath){// returns an array of bindings for the given path that is changed\n// according to the contained objects in the group\nvar indicesByPath=this._bindingsIndicesByPath,index=indicesByPath[path],bindings=this._bindings;if(index!==undefined)return bindings[index];var paths=this._paths,parsedPaths=this._parsedPaths,objects=this._objects,nObjects=objects.length,nCachedObjects=this.nCachedObjects_,bindingsForPath=new Array(nObjects);index=bindings.length;indicesByPath[path]=index;paths.push(path);parsedPaths.push(parsedPath);bindings.push(bindingsForPath);for(var i=nCachedObjects,n=objects.length;i!==n;++i){var object=objects[i];bindingsForPath[i]=new PropertyBinding(object,path,parsedPath);}return bindingsForPath;},unsubscribe_:function unsubscribe_(path){// tells the group to forget about a property path and no longer\n// update the array previously obtained with 'subscribe_'\nvar indicesByPath=this._bindingsIndicesByPath,index=indicesByPath[path];if(index!==undefined){var paths=this._paths,parsedPaths=this._parsedPaths,bindings=this._bindings,lastBindingsIndex=bindings.length-1,lastBindings=bindings[lastBindingsIndex],lastBindingsPath=path[lastBindingsIndex];indicesByPath[lastBindingsPath]=index;bindings[index]=lastBindings;bindings.pop();parsedPaths[index]=parsedPaths[lastBindingsIndex];parsedPaths.pop();paths[index]=paths[lastBindingsIndex];paths.pop();}}};/**\n *\n * Action provided by AnimationMixer for scheduling clip playback on specific\n * objects.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n *\n */function AnimationAction(mixer,clip,localRoot){this._mixer=mixer;this._clip=clip;this._localRoot=localRoot||null;var tracks=clip.tracks,nTracks=tracks.length,interpolants=new Array(nTracks);var interpolantSettings={endingStart:ZeroCurvatureEnding,endingEnd:ZeroCurvatureEnding};for(var i=0;i!==nTracks;++i){var interpolant=tracks[i].createInterpolant(null);interpolants[i]=interpolant;interpolant.settings=interpolantSettings;}this._interpolantSettings=interpolantSettings;this._interpolants=interpolants;// bound by the mixer\n// inside: PropertyMixer (managed by the mixer)\nthis._propertyBindings=new Array(nTracks);this._cacheIndex=null;// for the memory manager\nthis._byClipCacheIndex=null;// for the memory manager\nthis._timeScaleInterpolant=null;this._weightInterpolant=null;this.loop=LoopRepeat;this._loopCount=-1;// global mixer time when the action is to be started\n// it's set back to 'null' upon start of the action\nthis._startTime=null;// scaled local time of the action\n// gets clamped or wrapped to 0..clip.duration according to loop\nthis.time=0;this.timeScale=1;this._effectiveTimeScale=1;this.weight=1;this._effectiveWeight=1;this.repetitions=Infinity;// no. of repetitions when looping\nthis.paused=false;// false -> zero effective time scale\nthis.enabled=true;// true -> zero effective weight\nthis.clampWhenFinished=false;// keep feeding the last frame?\nthis.zeroSlopeAtStart=true;// for smooth interpolation w/o separate\nthis.zeroSlopeAtEnd=true;// clips for start, loop and end\n};AnimationAction.prototype={constructor:AnimationAction,// State & Scheduling\nplay:function play(){this._mixer._activateAction(this);return this;},stop:function stop(){this._mixer._deactivateAction(this);return this.reset();},reset:function reset(){this.paused=false;this.enabled=true;this.time=0;// restart clip\nthis._loopCount=-1;// forget previous loops\nthis._startTime=null;// forget scheduling\nreturn this.stopFading().stopWarping();},isRunning:function isRunning(){return this.enabled&&!this.paused&&this.timeScale!==0&&this._startTime===null&&this._mixer._isActiveAction(this);},// return true when play has been called\nisScheduled:function isScheduled(){return this._mixer._isActiveAction(this);},startAt:function startAt(time){this._startTime=time;return this;},setLoop:function setLoop(mode,repetitions){this.loop=mode;this.repetitions=repetitions;return this;},// Weight\n// set the weight stopping any scheduled fading\n// although .enabled = false yields an effective weight of zero, this\n// method does *not* change .enabled, because it would be confusing\nsetEffectiveWeight:function setEffectiveWeight(weight){this.weight=weight;// note: same logic as when updated at runtime\nthis._effectiveWeight=this.enabled?weight:0;return this.stopFading();},// return the weight considering fading and .enabled\ngetEffectiveWeight:function getEffectiveWeight(){return this._effectiveWeight;},fadeIn:function fadeIn(duration){return this._scheduleFading(duration,0,1);},fadeOut:function fadeOut(duration){return this._scheduleFading(duration,1,0);},crossFadeFrom:function crossFadeFrom(fadeOutAction,duration,warp){fadeOutAction.fadeOut(duration);this.fadeIn(duration);if(warp){var fadeInDuration=this._clip.duration,fadeOutDuration=fadeOutAction._clip.duration,startEndRatio=fadeOutDuration/fadeInDuration,endStartRatio=fadeInDuration/fadeOutDuration;fadeOutAction.warp(1.0,startEndRatio,duration);this.warp(endStartRatio,1.0,duration);}return this;},crossFadeTo:function crossFadeTo(fadeInAction,duration,warp){return fadeInAction.crossFadeFrom(this,duration,warp);},stopFading:function stopFading(){var weightInterpolant=this._weightInterpolant;if(weightInterpolant!==null){this._weightInterpolant=null;this._mixer._takeBackControlInterpolant(weightInterpolant);}return this;},// Time Scale Control\n// set the weight stopping any scheduled warping\n// although .paused = true yields an effective time scale of zero, this\n// method does *not* change .paused, because it would be confusing\nsetEffectiveTimeScale:function setEffectiveTimeScale(timeScale){this.timeScale=timeScale;this._effectiveTimeScale=this.paused?0:timeScale;return this.stopWarping();},// return the time scale considering warping and .paused\ngetEffectiveTimeScale:function getEffectiveTimeScale(){return this._effectiveTimeScale;},setDuration:function setDuration(duration){this.timeScale=this._clip.duration/duration;return this.stopWarping();},syncWith:function syncWith(action){this.time=action.time;this.timeScale=action.timeScale;return this.stopWarping();},halt:function halt(duration){return this.warp(this._effectiveTimeScale,0,duration);},warp:function warp(startTimeScale,endTimeScale,duration){var mixer=this._mixer,now=mixer.time,interpolant=this._timeScaleInterpolant,timeScale=this.timeScale;if(interpolant===null){interpolant=mixer._lendControlInterpolant(),this._timeScaleInterpolant=interpolant;}var times=interpolant.parameterPositions,values=interpolant.sampleValues;times[0]=now;times[1]=now+duration;values[0]=startTimeScale/timeScale;values[1]=endTimeScale/timeScale;return this;},stopWarping:function stopWarping(){var timeScaleInterpolant=this._timeScaleInterpolant;if(timeScaleInterpolant!==null){this._timeScaleInterpolant=null;this._mixer._takeBackControlInterpolant(timeScaleInterpolant);}return this;},// Object Accessors\ngetMixer:function getMixer(){return this._mixer;},getClip:function getClip(){return this._clip;},getRoot:function getRoot(){return this._localRoot||this._mixer._root;},// Interna\n_update:function _update(time,deltaTime,timeDirection,accuIndex){// called by the mixer\nvar startTime=this._startTime;if(startTime!==null){// check for scheduled start of action\nvar timeRunning=(time-startTime)*timeDirection;if(timeRunning<0||timeDirection===0){return;// yet to come / don't decide when delta = 0\n}// start\nthis._startTime=null;// unschedule\ndeltaTime=timeDirection*timeRunning;}// apply time scale and advance time\ndeltaTime*=this._updateTimeScale(time);var clipTime=this._updateTime(deltaTime);// note: _updateTime may disable the action resulting in\n// an effective weight of 0\nvar weight=this._updateWeight(time);if(weight>0){var interpolants=this._interpolants;var propertyMixers=this._propertyBindings;for(var j=0,m=interpolants.length;j!==m;++j){interpolants[j].evaluate(clipTime);propertyMixers[j].accumulate(accuIndex,weight);}}},_updateWeight:function _updateWeight(time){var weight=0;if(this.enabled){weight=this.weight;var interpolant=this._weightInterpolant;if(interpolant!==null){var interpolantValue=interpolant.evaluate(time)[0];weight*=interpolantValue;if(time>interpolant.parameterPositions[1]){this.stopFading();if(interpolantValue===0){// faded out, disable\nthis.enabled=false;}}}}this._effectiveWeight=weight;return weight;},_updateTimeScale:function _updateTimeScale(time){var timeScale=0;if(!this.paused){timeScale=this.timeScale;var interpolant=this._timeScaleInterpolant;if(interpolant!==null){var interpolantValue=interpolant.evaluate(time)[0];timeScale*=interpolantValue;if(time>interpolant.parameterPositions[1]){this.stopWarping();if(timeScale===0){// motion has halted, pause\nthis.paused=true;}else{// warp done - apply final time scale\nthis.timeScale=timeScale;}}}}this._effectiveTimeScale=timeScale;return timeScale;},_updateTime:function _updateTime(deltaTime){var time=this.time+deltaTime;if(deltaTime===0)return time;var duration=this._clip.duration,loop=this.loop,loopCount=this._loopCount;if(loop===LoopOnce){if(loopCount===-1){// just started\nthis.loopCount=0;this._setEndings(true,true,false);}handle_stop:{if(time>=duration){time=duration;}else if(time<0){time=0;}else break handle_stop;if(this.clampWhenFinished)this.paused=true;else this.enabled=false;this._mixer.dispatchEvent({type:'finished',action:this,direction:deltaTime<0?-1:1});}}else{// repetitive Repeat or PingPong\nvar pingPong=loop===LoopPingPong;if(loopCount===-1){// just started\nif(deltaTime>=0){loopCount=0;this._setEndings(true,this.repetitions===0,pingPong);}else{// when looping in reverse direction, the initial\n// transition through zero counts as a repetition,\n// so leave loopCount at -1\nthis._setEndings(this.repetitions===0,true,pingPong);}}if(time>=duration||time<0){// wrap around\nvar loopDelta=Math.floor(time/duration);// signed\ntime-=duration*loopDelta;loopCount+=Math.abs(loopDelta);var pending=this.repetitions-loopCount;if(pending<0){// have to stop (switch state, clamp time, fire event)\nif(this.clampWhenFinished)this.paused=true;else this.enabled=false;time=deltaTime>0?duration:0;this._mixer.dispatchEvent({type:'finished',action:this,direction:deltaTime>0?1:-1});}else{// keep running\nif(pending===0){// entering the last round\nvar atStart=deltaTime<0;this._setEndings(atStart,!atStart,pingPong);}else{this._setEndings(false,false,pingPong);}this._loopCount=loopCount;this._mixer.dispatchEvent({type:'loop',action:this,loopDelta:loopDelta});}}if(pingPong&&(loopCount&1)===1){// invert time for the \"pong round\"\nthis.time=time;return duration-time;}}this.time=time;return time;},_setEndings:function _setEndings(atStart,atEnd,pingPong){var settings=this._interpolantSettings;if(pingPong){settings.endingStart=ZeroSlopeEnding;settings.endingEnd=ZeroSlopeEnding;}else{// assuming for LoopOnce atStart == atEnd == true\nif(atStart){settings.endingStart=this.zeroSlopeAtStart?ZeroSlopeEnding:ZeroCurvatureEnding;}else{settings.endingStart=WrapAroundEnding;}if(atEnd){settings.endingEnd=this.zeroSlopeAtEnd?ZeroSlopeEnding:ZeroCurvatureEnding;}else{settings.endingEnd=WrapAroundEnding;}}},_scheduleFading:function _scheduleFading(duration,weightNow,weightThen){var mixer=this._mixer,now=mixer.time,interpolant=this._weightInterpolant;if(interpolant===null){interpolant=mixer._lendControlInterpolant(),this._weightInterpolant=interpolant;}var times=interpolant.parameterPositions,values=interpolant.sampleValues;times[0]=now;values[0]=weightNow;times[1]=now+duration;values[1]=weightThen;return this;}};/**\n *\n * Player for AnimationClips.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */function AnimationMixer(root){this._root=root;this._initMemoryManager();this._accuIndex=0;this.time=0;this.timeScale=1.0;}Object.assign(AnimationMixer.prototype,EventDispatcher.prototype,{// return an action for a clip optionally using a custom root target\n// object (this method allocates a lot of dynamic memory in case a\n// previously unknown clip/root combination is specified)\nclipAction:function clipAction(clip,optionalRoot){var root=optionalRoot||this._root,rootUuid=root.uuid,clipObject=typeof clip==='string'?AnimationClip.findByName(root,clip):clip,clipUuid=clipObject!==null?clipObject.uuid:clip,actionsForClip=this._actionsByClip[clipUuid],prototypeAction=null;if(actionsForClip!==undefined){var existingAction=actionsForClip.actionByRoot[rootUuid];if(existingAction!==undefined){return existingAction;}// we know the clip, so we don't have to parse all\n// the bindings again but can just copy\nprototypeAction=actionsForClip.knownActions[0];// also, take the clip from the prototype action\nif(clipObject===null)clipObject=prototypeAction._clip;}// clip must be known when specified via string\nif(clipObject===null)return null;// allocate all resources required to run it\nvar newAction=new AnimationAction(this,clipObject,optionalRoot);this._bindAction(newAction,prototypeAction);// and make the action known to the memory manager\nthis._addInactiveAction(newAction,clipUuid,rootUuid);return newAction;},// get an existing action\nexistingAction:function existingAction(clip,optionalRoot){var root=optionalRoot||this._root,rootUuid=root.uuid,clipObject=typeof clip==='string'?AnimationClip.findByName(root,clip):clip,clipUuid=clipObject?clipObject.uuid:clip,actionsForClip=this._actionsByClip[clipUuid];if(actionsForClip!==undefined){return actionsForClip.actionByRoot[rootUuid]||null;}return null;},// deactivates all previously scheduled actions\nstopAllAction:function stopAllAction(){var actions=this._actions,nActions=this._nActiveActions,bindings=this._bindings,nBindings=this._nActiveBindings;this._nActiveActions=0;this._nActiveBindings=0;for(var i=0;i!==nActions;++i){actions[i].reset();}for(var i=0;i!==nBindings;++i){bindings[i].useCount=0;}return this;},// advance the time and update apply the animation\nupdate:function update(deltaTime){deltaTime*=this.timeScale;var actions=this._actions,nActions=this._nActiveActions,time=this.time+=deltaTime,timeDirection=Math.sign(deltaTime),accuIndex=this._accuIndex^=1;// run active actions\nfor(var i=0;i!==nActions;++i){var action=actions[i];if(action.enabled){action._update(time,deltaTime,timeDirection,accuIndex);}}// update scene graph\nvar bindings=this._bindings,nBindings=this._nActiveBindings;for(var i=0;i!==nBindings;++i){bindings[i].apply(accuIndex);}return this;},// return this mixer's root target object\ngetRoot:function getRoot(){return this._root;},// free all resources specific to a particular clip\nuncacheClip:function uncacheClip(clip){var actions=this._actions,clipUuid=clip.uuid,actionsByClip=this._actionsByClip,actionsForClip=actionsByClip[clipUuid];if(actionsForClip!==undefined){// note: just calling _removeInactiveAction would mess up the\n// iteration state and also require updating the state we can\n// just throw away\nvar actionsToRemove=actionsForClip.knownActions;for(var i=0,n=actionsToRemove.length;i!==n;++i){var action=actionsToRemove[i];this._deactivateAction(action);var cacheIndex=action._cacheIndex,lastInactiveAction=actions[actions.length-1];action._cacheIndex=null;action._byClipCacheIndex=null;lastInactiveAction._cacheIndex=cacheIndex;actions[cacheIndex]=lastInactiveAction;actions.pop();this._removeInactiveBindingsForAction(action);}delete actionsByClip[clipUuid];}},// free all resources specific to a particular root target object\nuncacheRoot:function uncacheRoot(root){var rootUuid=root.uuid,actionsByClip=this._actionsByClip;for(var clipUuid in actionsByClip){var actionByRoot=actionsByClip[clipUuid].actionByRoot,action=actionByRoot[rootUuid];if(action!==undefined){this._deactivateAction(action);this._removeInactiveAction(action);}}var bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid];if(bindingByName!==undefined){for(var trackName in bindingByName){var binding=bindingByName[trackName];binding.restoreOriginalState();this._removeInactiveBinding(binding);}}},// remove a targeted clip from the cache\nuncacheAction:function uncacheAction(clip,optionalRoot){var action=this.existingAction(clip,optionalRoot);if(action!==null){this._deactivateAction(action);this._removeInactiveAction(action);}}});// Implementation details:\nObject.assign(AnimationMixer.prototype,{_bindAction:function _bindAction(action,prototypeAction){var root=action._localRoot||this._root,tracks=action._clip.tracks,nTracks=tracks.length,bindings=action._propertyBindings,interpolants=action._interpolants,rootUuid=root.uuid,bindingsByRoot=this._bindingsByRootAndName,bindingsByName=bindingsByRoot[rootUuid];if(bindingsByName===undefined){bindingsByName={};bindingsByRoot[rootUuid]=bindingsByName;}for(var i=0;i!==nTracks;++i){var track=tracks[i],trackName=track.name,binding=bindingsByName[trackName];if(binding!==undefined){bindings[i]=binding;}else{binding=bindings[i];if(binding!==undefined){// existing binding, make sure the cache knows\nif(binding._cacheIndex===null){++binding.referenceCount;this._addInactiveBinding(binding,rootUuid,trackName);}continue;}var path=prototypeAction&&prototypeAction._propertyBindings[i].binding.parsedPath;binding=new PropertyMixer(PropertyBinding.create(root,trackName,path),track.ValueTypeName,track.getValueSize());++binding.referenceCount;this._addInactiveBinding(binding,rootUuid,trackName);bindings[i]=binding;}interpolants[i].resultBuffer=binding.buffer;}},_activateAction:function _activateAction(action){if(!this._isActiveAction(action)){if(action._cacheIndex===null){// this action has been forgotten by the cache, but the user\n// appears to be still using it -> rebind\nvar rootUuid=(action._localRoot||this._root).uuid,clipUuid=action._clip.uuid,actionsForClip=this._actionsByClip[clipUuid];this._bindAction(action,actionsForClip&&actionsForClip.knownActions[0]);this._addInactiveAction(action,clipUuid,rootUuid);}var bindings=action._propertyBindings;// increment reference counts / sort out state\nfor(var i=0,n=bindings.length;i!==n;++i){var binding=bindings[i];if(binding.useCount++===0){this._lendBinding(binding);binding.saveOriginalState();}}this._lendAction(action);}},_deactivateAction:function _deactivateAction(action){if(this._isActiveAction(action)){var bindings=action._propertyBindings;// decrement reference counts / sort out state\nfor(var i=0,n=bindings.length;i!==n;++i){var binding=bindings[i];if(--binding.useCount===0){binding.restoreOriginalState();this._takeBackBinding(binding);}}this._takeBackAction(action);}},// Memory manager\n_initMemoryManager:function _initMemoryManager(){this._actions=[];// 'nActiveActions' followed by inactive ones\nthis._nActiveActions=0;this._actionsByClip={};// inside:\n// {\n// \t\tknownActions: Array< AnimationAction >\t- used as prototypes\n// \t\tactionByRoot: AnimationAction\t\t\t- lookup\n// }\nthis._bindings=[];// 'nActiveBindings' followed by inactive ones\nthis._nActiveBindings=0;this._bindingsByRootAndName={};// inside: Map< name, PropertyMixer >\nthis._controlInterpolants=[];// same game as above\nthis._nActiveControlInterpolants=0;var scope=this;this.stats={actions:{get total(){return scope._actions.length;},get inUse(){return scope._nActiveActions;}},bindings:{get total(){return scope._bindings.length;},get inUse(){return scope._nActiveBindings;}},controlInterpolants:{get total(){return scope._controlInterpolants.length;},get inUse(){return scope._nActiveControlInterpolants;}}};},// Memory management for AnimationAction objects\n_isActiveAction:function _isActiveAction(action){var index=action._cacheIndex;return index!==null&&index<this._nActiveActions;},_addInactiveAction:function _addInactiveAction(action,clipUuid,rootUuid){var actions=this._actions,actionsByClip=this._actionsByClip,actionsForClip=actionsByClip[clipUuid];if(actionsForClip===undefined){actionsForClip={knownActions:[action],actionByRoot:{}};action._byClipCacheIndex=0;actionsByClip[clipUuid]=actionsForClip;}else{var knownActions=actionsForClip.knownActions;action._byClipCacheIndex=knownActions.length;knownActions.push(action);}action._cacheIndex=actions.length;actions.push(action);actionsForClip.actionByRoot[rootUuid]=action;},_removeInactiveAction:function _removeInactiveAction(action){var actions=this._actions,lastInactiveAction=actions[actions.length-1],cacheIndex=action._cacheIndex;lastInactiveAction._cacheIndex=cacheIndex;actions[cacheIndex]=lastInactiveAction;actions.pop();action._cacheIndex=null;var clipUuid=action._clip.uuid,actionsByClip=this._actionsByClip,actionsForClip=actionsByClip[clipUuid],knownActionsForClip=actionsForClip.knownActions,lastKnownAction=knownActionsForClip[knownActionsForClip.length-1],byClipCacheIndex=action._byClipCacheIndex;lastKnownAction._byClipCacheIndex=byClipCacheIndex;knownActionsForClip[byClipCacheIndex]=lastKnownAction;knownActionsForClip.pop();action._byClipCacheIndex=null;var actionByRoot=actionsForClip.actionByRoot,rootUuid=(actions._localRoot||this._root).uuid;delete actionByRoot[rootUuid];if(knownActionsForClip.length===0){delete actionsByClip[clipUuid];}this._removeInactiveBindingsForAction(action);},_removeInactiveBindingsForAction:function _removeInactiveBindingsForAction(action){var bindings=action._propertyBindings;for(var i=0,n=bindings.length;i!==n;++i){var binding=bindings[i];if(--binding.referenceCount===0){this._removeInactiveBinding(binding);}}},_lendAction:function _lendAction(action){// [ active actions | inactive actions ]\n// [ active actions >| inactive actions ]\n// s a\n// <-swap->\n// a s\nvar actions=this._actions,prevIndex=action._cacheIndex,lastActiveIndex=this._nActiveActions++,firstInactiveAction=actions[lastActiveIndex];action._cacheIndex=lastActiveIndex;actions[lastActiveIndex]=action;firstInactiveAction._cacheIndex=prevIndex;actions[prevIndex]=firstInactiveAction;},_takeBackAction:function _takeBackAction(action){// [ active actions | inactive actions ]\n// [ active actions |< inactive actions ]\n// a s\n// <-swap->\n// s a\nvar actions=this._actions,prevIndex=action._cacheIndex,firstInactiveIndex=--this._nActiveActions,lastActiveAction=actions[firstInactiveIndex];action._cacheIndex=firstInactiveIndex;actions[firstInactiveIndex]=action;lastActiveAction._cacheIndex=prevIndex;actions[prevIndex]=lastActiveAction;},// Memory management for PropertyMixer objects\n_addInactiveBinding:function _addInactiveBinding(binding,rootUuid,trackName){var bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid],bindings=this._bindings;if(bindingByName===undefined){bindingByName={};bindingsByRoot[rootUuid]=bindingByName;}bindingByName[trackName]=binding;binding._cacheIndex=bindings.length;bindings.push(binding);},_removeInactiveBinding:function _removeInactiveBinding(binding){var bindings=this._bindings,propBinding=binding.binding,rootUuid=propBinding.rootNode.uuid,trackName=propBinding.path,bindingsByRoot=this._bindingsByRootAndName,bindingByName=bindingsByRoot[rootUuid],lastInactiveBinding=bindings[bindings.length-1],cacheIndex=binding._cacheIndex;lastInactiveBinding._cacheIndex=cacheIndex;bindings[cacheIndex]=lastInactiveBinding;bindings.pop();delete bindingByName[trackName];remove_empty_map:{for(var _ in bindingByName){break remove_empty_map;}delete bindingsByRoot[rootUuid];}},_lendBinding:function _lendBinding(binding){var bindings=this._bindings,prevIndex=binding._cacheIndex,lastActiveIndex=this._nActiveBindings++,firstInactiveBinding=bindings[lastActiveIndex];binding._cacheIndex=lastActiveIndex;bindings[lastActiveIndex]=binding;firstInactiveBinding._cacheIndex=prevIndex;bindings[prevIndex]=firstInactiveBinding;},_takeBackBinding:function _takeBackBinding(binding){var bindings=this._bindings,prevIndex=binding._cacheIndex,firstInactiveIndex=--this._nActiveBindings,lastActiveBinding=bindings[firstInactiveIndex];binding._cacheIndex=firstInactiveIndex;bindings[firstInactiveIndex]=binding;lastActiveBinding._cacheIndex=prevIndex;bindings[prevIndex]=lastActiveBinding;},// Memory management of Interpolants for weight and time scale\n_lendControlInterpolant:function _lendControlInterpolant(){var interpolants=this._controlInterpolants,lastActiveIndex=this._nActiveControlInterpolants++,interpolant=interpolants[lastActiveIndex];if(interpolant===undefined){interpolant=new LinearInterpolant(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer);interpolant.__cacheIndex=lastActiveIndex;interpolants[lastActiveIndex]=interpolant;}return interpolant;},_takeBackControlInterpolant:function _takeBackControlInterpolant(interpolant){var interpolants=this._controlInterpolants,prevIndex=interpolant.__cacheIndex,firstInactiveIndex=--this._nActiveControlInterpolants,lastActiveInterpolant=interpolants[firstInactiveIndex];interpolant.__cacheIndex=firstInactiveIndex;interpolants[firstInactiveIndex]=interpolant;lastActiveInterpolant.__cacheIndex=prevIndex;interpolants[prevIndex]=lastActiveInterpolant;},_controlInterpolantsResultBuffer:new Float32Array(1)});/**\n * @author mrdoob / http://mrdoob.com/\n */function Uniform(value){if(typeof value==='string'){console.warn('THREE.Uniform: Type parameter is no longer needed.');value=arguments[1];}this.value=value;this.dynamic=false;}Uniform.prototype={constructor:Uniform,onUpdate:function onUpdate(callback){this.dynamic=true;this.onUpdateCallback=callback;return this;}};/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function InstancedBufferGeometry(){BufferGeometry.call(this);this.type='InstancedBufferGeometry';this.maxInstancedCount=undefined;}InstancedBufferGeometry.prototype=Object.create(BufferGeometry.prototype);InstancedBufferGeometry.prototype.constructor=InstancedBufferGeometry;InstancedBufferGeometry.prototype.isInstancedBufferGeometry=true;InstancedBufferGeometry.prototype.addGroup=function(start,count,instances){this.groups.push({start:start,count:count,instances:instances});};InstancedBufferGeometry.prototype.copy=function(source){var index=source.index;if(index!==null){this.setIndex(index.clone());}var attributes=source.attributes;for(var name in attributes){var attribute=attributes[name];this.addAttribute(name,attribute.clone());}var groups=source.groups;for(var i=0,l=groups.length;i<l;i++){var group=groups[i];this.addGroup(group.start,group.count,group.instances);}return this;};/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function InterleavedBufferAttribute(interleavedBuffer,itemSize,offset,normalized){this.uuid=exports.Math.generateUUID();this.data=interleavedBuffer;this.itemSize=itemSize;this.offset=offset;this.normalized=normalized===true;}InterleavedBufferAttribute.prototype={constructor:InterleavedBufferAttribute,isInterleavedBufferAttribute:true,get count(){return this.data.count;},get array(){return this.data.array;},setX:function setX(index,x){this.data.array[index*this.data.stride+this.offset]=x;return this;},setY:function setY(index,y){this.data.array[index*this.data.stride+this.offset+1]=y;return this;},setZ:function setZ(index,z){this.data.array[index*this.data.stride+this.offset+2]=z;return this;},setW:function setW(index,w){this.data.array[index*this.data.stride+this.offset+3]=w;return this;},getX:function getX(index){return this.data.array[index*this.data.stride+this.offset];},getY:function getY(index){return this.data.array[index*this.data.stride+this.offset+1];},getZ:function getZ(index){return this.data.array[index*this.data.stride+this.offset+2];},getW:function getW(index){return this.data.array[index*this.data.stride+this.offset+3];},setXY:function setXY(index,x,y){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;return this;},setXYZ:function setXYZ(index,x,y,z){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;this.data.array[index+2]=z;return this;},setXYZW:function setXYZW(index,x,y,z,w){index=index*this.data.stride+this.offset;this.data.array[index+0]=x;this.data.array[index+1]=y;this.data.array[index+2]=z;this.data.array[index+3]=w;return this;}};/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function InterleavedBuffer(array,stride){this.uuid=exports.Math.generateUUID();this.array=array;this.stride=stride;this.count=array!==undefined?array.length/stride:0;this.dynamic=false;this.updateRange={offset:0,count:-1};this.version=0;}InterleavedBuffer.prototype={constructor:InterleavedBuffer,isInterleavedBuffer:true,set needsUpdate(value){if(value===true)this.version++;},setDynamic:function setDynamic(value){this.dynamic=value;return this;},copy:function copy(source){this.array=new source.array.constructor(source.array);this.count=source.count;this.stride=source.stride;this.dynamic=source.dynamic;return this;},copyAt:function copyAt(index1,attribute,index2){index1*=this.stride;index2*=attribute.stride;for(var i=0,l=this.stride;i<l;i++){this.array[index1+i]=attribute.array[index2+i];}return this;},set:function set(value,offset){if(offset===undefined)offset=0;this.array.set(value,offset);return this;},clone:function clone(){return new this.constructor().copy(this);}};/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function InstancedInterleavedBuffer(array,stride,meshPerAttribute){InterleavedBuffer.call(this,array,stride);this.meshPerAttribute=meshPerAttribute||1;}InstancedInterleavedBuffer.prototype=Object.create(InterleavedBuffer.prototype);InstancedInterleavedBuffer.prototype.constructor=InstancedInterleavedBuffer;InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer=true;InstancedInterleavedBuffer.prototype.copy=function(source){InterleavedBuffer.prototype.copy.call(this,source);this.meshPerAttribute=source.meshPerAttribute;return this;};/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */function InstancedBufferAttribute(array,itemSize,meshPerAttribute){BufferAttribute.call(this,array,itemSize);this.meshPerAttribute=meshPerAttribute||1;}InstancedBufferAttribute.prototype=Object.create(BufferAttribute.prototype);InstancedBufferAttribute.prototype.constructor=InstancedBufferAttribute;InstancedBufferAttribute.prototype.isInstancedBufferAttribute=true;InstancedBufferAttribute.prototype.copy=function(source){BufferAttribute.prototype.copy.call(this,source);this.meshPerAttribute=source.meshPerAttribute;return this;};/**\n * @author mrdoob / http://mrdoob.com/\n * @author bhouston / http://clara.io/\n * @author stephomi / http://stephaneginier.com/\n */function Raycaster(origin,direction,near,far){this.ray=new Ray(origin,direction);// direction is assumed to be normalized (for accurate distance calculations)\nthis.near=near||0;this.far=far||Infinity;this.params={Mesh:{},Line:{},LOD:{},Points:{threshold:1},Sprite:{}};Object.defineProperties(this.params,{PointCloud:{get:function get(){console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.');return this.Points;}}});}function ascSort(a,b){return a.distance-b.distance;}function _intersectObject(object,raycaster,intersects,recursive){if(object.visible===false)return;object.raycast(raycaster,intersects);if(recursive===true){var children=object.children;for(var i=0,l=children.length;i<l;i++){_intersectObject(children[i],raycaster,intersects,true);}}}//\nRaycaster.prototype={constructor:Raycaster,linePrecision:1,set:function set(origin,direction){// direction is assumed to be normalized (for accurate distance calculations)\nthis.ray.set(origin,direction);},setFromCamera:function setFromCamera(coords,camera){if(camera&&camera.isPerspectiveCamera){this.ray.origin.setFromMatrixPosition(camera.matrixWorld);this.ray.direction.set(coords.x,coords.y,0.5).unproject(camera).sub(this.ray.origin).normalize();}else if(camera&&camera.isOrthographicCamera){this.ray.origin.set(coords.x,coords.y,(camera.near+camera.far)/(camera.near-camera.far)).unproject(camera);// set origin in plane of camera\nthis.ray.direction.set(0,0,-1).transformDirection(camera.matrixWorld);}else{console.error('THREE.Raycaster: Unsupported camera type.');}},intersectObject:function intersectObject(object,recursive){var intersects=[];_intersectObject(object,this,intersects,recursive);intersects.sort(ascSort);return intersects;},intersectObjects:function intersectObjects(objects,recursive){var intersects=[];if(Array.isArray(objects)===false){console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');return intersects;}for(var i=0,l=objects.length;i<l;i++){_intersectObject(objects[i],this,intersects,recursive);}intersects.sort(ascSort);return intersects;}};/**\n * @author alteredq / http://alteredqualia.com/\n */function Clock(autoStart){this.autoStart=autoStart!==undefined?autoStart:true;this.startTime=0;this.oldTime=0;this.elapsedTime=0;this.running=false;}Clock.prototype={constructor:Clock,start:function start(){this.startTime=(performance||Date).now();this.oldTime=this.startTime;this.running=true;},stop:function stop(){this.getElapsedTime();this.running=false;},getElapsedTime:function getElapsedTime(){this.getDelta();return this.elapsedTime;},getDelta:function getDelta(){var diff=0;if(this.autoStart&&!this.running){this.start();}if(this.running){var newTime=(performance||Date).now();diff=(newTime-this.oldTime)/1000;this.oldTime=newTime;this.elapsedTime+=diff;}return diff;}};/**\n * Spline from Tween.js, slightly optimized (and trashed)\n * http://sole.github.com/tween.js/examples/05_spline.html\n *\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */function Spline(points){this.points=points;var c=[],v3={x:0,y:0,z:0},point,intPoint,weight,w2,w3,pa,pb,pc,pd;this.initFromArray=function(a){this.points=[];for(var i=0;i<a.length;i++){this.points[i]={x:a[i][0],y:a[i][1],z:a[i][2]};}};this.getPoint=function(k){point=(this.points.length-1)*k;intPoint=Math.floor(point);weight=point-intPoint;c[0]=intPoint===0?intPoint:intPoint-1;c[1]=intPoint;c[2]=intPoint>this.points.length-2?this.points.length-1:intPoint+1;c[3]=intPoint>this.points.length-3?this.points.length-1:intPoint+2;pa=this.points[c[0]];pb=this.points[c[1]];pc=this.points[c[2]];pd=this.points[c[3]];w2=weight*weight;w3=weight*w2;v3.x=interpolate(pa.x,pb.x,pc.x,pd.x,weight,w2,w3);v3.y=interpolate(pa.y,pb.y,pc.y,pd.y,weight,w2,w3);v3.z=interpolate(pa.z,pb.z,pc.z,pd.z,weight,w2,w3);return v3;};this.getControlPointsArray=function(){var i,p,l=this.points.length,coords=[];for(i=0;i<l;i++){p=this.points[i];coords[i]=[p.x,p.y,p.z];}return coords;};// approximate length by summing linear segments\nthis.getLength=function(nSubDivisions){var i,index,nSamples,position,point=0,intPoint=0,oldIntPoint=0,oldPosition=new Vector3(),tmpVec=new Vector3(),chunkLengths=[],totalLength=0;// first point has 0 length\nchunkLengths[0]=0;if(!nSubDivisions)nSubDivisions=100;nSamples=this.points.length*nSubDivisions;oldPosition.copy(this.points[0]);for(i=1;i<nSamples;i++){index=i/nSamples;position=this.getPoint(index);tmpVec.copy(position);totalLength+=tmpVec.distanceTo(oldPosition);oldPosition.copy(position);point=(this.points.length-1)*index;intPoint=Math.floor(point);if(intPoint!==oldIntPoint){chunkLengths[intPoint]=totalLength;oldIntPoint=intPoint;}}// last point ends with total length\nchunkLengths[chunkLengths.length]=totalLength;return{chunks:chunkLengths,total:totalLength};};this.reparametrizeByArcLength=function(samplingCoef){var i,j,index,indexCurrent,indexNext,realDistance,sampling,position,newpoints=[],tmpVec=new Vector3(),sl=this.getLength();newpoints.push(tmpVec.copy(this.points[0]).clone());for(i=1;i<this.points.length;i++){//tmpVec.copy( this.points[ i - 1 ] );\n//linearDistance = tmpVec.distanceTo( this.points[ i ] );\nrealDistance=sl.chunks[i]-sl.chunks[i-1];sampling=Math.ceil(samplingCoef*realDistance/sl.total);indexCurrent=(i-1)/(this.points.length-1);indexNext=i/(this.points.length-1);for(j=1;j<sampling-1;j++){index=indexCurrent+j*(1/sampling)*(indexNext-indexCurrent);position=this.getPoint(index);newpoints.push(tmpVec.copy(position).clone());}newpoints.push(tmpVec.copy(this.points[i]).clone());}this.points=newpoints;};// Catmull-Rom\nfunction interpolate(p0,p1,p2,p3,t,t2,t3){var v0=(p2-p0)*0.5,v1=(p3-p1)*0.5;return(2*(p1-p2)+v0+v1)*t3+(-3*(p1-p2)-2*v0-v1)*t2+v0*t+p1;}}/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The poles (phi) are at the positive and negative y axis.\n * The equator starts at positive z.\n */function Spherical(radius,phi,theta){this.radius=radius!==undefined?radius:1.0;this.phi=phi!==undefined?phi:0;// up / down towards top and bottom pole\nthis.theta=theta!==undefined?theta:0;// around the equator of the sphere\nreturn this;}Spherical.prototype={constructor:Spherical,set:function set(radius,phi,theta){this.radius=radius;this.phi=phi;this.theta=theta;return this;},clone:function clone(){return new this.constructor().copy(this);},copy:function copy(other){this.radius.copy(other.radius);this.phi.copy(other.phi);this.theta.copy(other.theta);return this;},// restrict phi to be betwee EPS and PI-EPS\nmakeSafe:function makeSafe(){var EPS=0.000001;this.phi=Math.max(EPS,Math.min(Math.PI-EPS,this.phi));return this;},setFromVector3:function setFromVector3(vec3){this.radius=vec3.length();if(this.radius===0){this.theta=0;this.phi=0;}else{this.theta=Math.atan2(vec3.x,vec3.z);// equator angle around y-up axis\nthis.phi=Math.acos(exports.Math.clamp(vec3.y/this.radius,-1,1));// polar angle\n}return this;}};/**\r\n * @author alteredq / http://alteredqualia.com/\r\n */function MorphBlendMesh(geometry,material){Mesh.call(this,geometry,material);this.animationsMap={};this.animationsList=[];// prepare default animation\n// (all frames played together in 1 second)\nvar numFrames=this.geometry.morphTargets.length;var name=\"__default\";var startFrame=0;var endFrame=numFrames-1;var fps=numFrames/1;this.createAnimation(name,startFrame,endFrame,fps);this.setAnimationWeight(name,1);}MorphBlendMesh.prototype=Object.create(Mesh.prototype);MorphBlendMesh.prototype.constructor=MorphBlendMesh;MorphBlendMesh.prototype.createAnimation=function(name,start,end,fps){var animation={start:start,end:end,length:end-start+1,fps:fps,duration:(end-start)/fps,lastFrame:0,currentFrame:0,active:false,time:0,direction:1,weight:1,directionBackwards:false,mirroredLoop:false};this.animationsMap[name]=animation;this.animationsList.push(animation);};MorphBlendMesh.prototype.autoCreateAnimations=function(fps){var pattern=/([a-z]+)_?(\\d+)/i;var firstAnimation,frameRanges={};var geometry=this.geometry;for(var i=0,il=geometry.morphTargets.length;i<il;i++){var morph=geometry.morphTargets[i];var chunks=morph.name.match(pattern);if(chunks&&chunks.length>1){var name=chunks[1];if(!frameRanges[name])frameRanges[name]={start:Infinity,end:-Infinity};var range=frameRanges[name];if(i<range.start)range.start=i;if(i>range.end)range.end=i;if(!firstAnimation)firstAnimation=name;}}for(var name in frameRanges){var range=frameRanges[name];this.createAnimation(name,range.start,range.end,fps);}this.firstAnimation=firstAnimation;};MorphBlendMesh.prototype.setAnimationDirectionForward=function(name){var animation=this.animationsMap[name];if(animation){animation.direction=1;animation.directionBackwards=false;}};MorphBlendMesh.prototype.setAnimationDirectionBackward=function(name){var animation=this.animationsMap[name];if(animation){animation.direction=-1;animation.directionBackwards=true;}};MorphBlendMesh.prototype.setAnimationFPS=function(name,fps){var animation=this.animationsMap[name];if(animation){animation.fps=fps;animation.duration=(animation.end-animation.start)/animation.fps;}};MorphBlendMesh.prototype.setAnimationDuration=function(name,duration){var animation=this.animationsMap[name];if(animation){animation.duration=duration;animation.fps=(animation.end-animation.start)/animation.duration;}};MorphBlendMesh.prototype.setAnimationWeight=function(name,weight){var animation=this.animationsMap[name];if(animation){animation.weight=weight;}};MorphBlendMesh.prototype.setAnimationTime=function(name,time){var animation=this.animationsMap[name];if(animation){animation.time=time;}};MorphBlendMesh.prototype.getAnimationTime=function(name){var time=0;var animation=this.animationsMap[name];if(animation){time=animation.time;}return time;};MorphBlendMesh.prototype.getAnimationDuration=function(name){var duration=-1;var animation=this.animationsMap[name];if(animation){duration=animation.duration;}return duration;};MorphBlendMesh.prototype.playAnimation=function(name){var animation=this.animationsMap[name];if(animation){animation.time=0;animation.active=true;}else{console.warn(\"THREE.MorphBlendMesh: animation[\"+name+\"] undefined in .playAnimation()\");}};MorphBlendMesh.prototype.stopAnimation=function(name){var animation=this.animationsMap[name];if(animation){animation.active=false;}};MorphBlendMesh.prototype.update=function(delta){for(var i=0,il=this.animationsList.length;i<il;i++){var animation=this.animationsList[i];if(!animation.active)continue;var frameTime=animation.duration/animation.length;animation.time+=animation.direction*delta;if(animation.mirroredLoop){if(animation.time>animation.duration||animation.time<0){animation.direction*=-1;if(animation.time>animation.duration){animation.time=animation.duration;animation.directionBackwards=true;}if(animation.time<0){animation.time=0;animation.directionBackwards=false;}}}else{animation.time=animation.time%animation.duration;if(animation.time<0)animation.time+=animation.duration;}var keyframe=animation.start+exports.Math.clamp(Math.floor(animation.time/frameTime),0,animation.length-1);var weight=animation.weight;if(keyframe!==animation.currentFrame){this.morphTargetInfluences[animation.lastFrame]=0;this.morphTargetInfluences[animation.currentFrame]=1*weight;this.morphTargetInfluences[keyframe]=0;animation.lastFrame=animation.currentFrame;animation.currentFrame=keyframe;}var mix=animation.time%frameTime/frameTime;if(animation.directionBackwards)mix=1-mix;if(animation.currentFrame!==animation.lastFrame){this.morphTargetInfluences[animation.currentFrame]=mix*weight;this.morphTargetInfluences[animation.lastFrame]=(1-mix)*weight;}else{this.morphTargetInfluences[animation.currentFrame]=weight;}}};/**\n * @author alteredq / http://alteredqualia.com/\n */function ImmediateRenderObject(material){Object3D.call(this);this.material=material;this.render=function(renderCallback){};}ImmediateRenderObject.prototype=Object.create(Object3D.prototype);ImmediateRenderObject.prototype.constructor=ImmediateRenderObject;ImmediateRenderObject.prototype.isImmediateRenderObject=true;/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */function VertexNormalsHelper(object,size,hex,linewidth){this.object=object;this.size=size!==undefined?size:1;var color=hex!==undefined?hex:0xff0000;var width=linewidth!==undefined?linewidth:1;//\nvar nNormals=0;var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){nNormals=objGeometry.faces.length*3;}else if(objGeometry&&objGeometry.isBufferGeometry){nNormals=objGeometry.attributes.normal.count;}//\nvar geometry=new BufferGeometry();var positions=new Float32Attribute(nNormals*2*3,3);geometry.addAttribute('position',positions);LineSegments.call(this,geometry,new LineBasicMaterial({color:color,linewidth:width}));//\nthis.matrixAutoUpdate=false;this.update();}VertexNormalsHelper.prototype=Object.create(LineSegments.prototype);VertexNormalsHelper.prototype.constructor=VertexNormalsHelper;VertexNormalsHelper.prototype.update=function(){var v1=new Vector3();var v2=new Vector3();var normalMatrix=new Matrix3();return function update(){var keys=['a','b','c'];this.object.updateMatrixWorld(true);normalMatrix.getNormalMatrix(this.object.matrixWorld);var matrixWorld=this.object.matrixWorld;var position=this.geometry.attributes.position;//\nvar objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){var vertices=objGeometry.vertices;var faces=objGeometry.faces;var idx=0;for(var i=0,l=faces.length;i<l;i++){var face=faces[i];for(var j=0,jl=face.vertexNormals.length;j<jl;j++){var vertex=vertices[face[keys[j]]];var normal=face.vertexNormals[j];v1.copy(vertex).applyMatrix4(matrixWorld);v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);position.setXYZ(idx,v1.x,v1.y,v1.z);idx=idx+1;position.setXYZ(idx,v2.x,v2.y,v2.z);idx=idx+1;}}}else if(objGeometry&&objGeometry.isBufferGeometry){var objPos=objGeometry.attributes.position;var objNorm=objGeometry.attributes.normal;var idx=0;// for simplicity, ignore index and drawcalls, and render every normal\nfor(var j=0,jl=objPos.count;j<jl;j++){v1.set(objPos.getX(j),objPos.getY(j),objPos.getZ(j)).applyMatrix4(matrixWorld);v2.set(objNorm.getX(j),objNorm.getY(j),objNorm.getZ(j));v2.applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);position.setXYZ(idx,v1.x,v1.y,v1.z);idx=idx+1;position.setXYZ(idx,v2.x,v2.y,v2.z);idx=idx+1;}}position.needsUpdate=true;return this;};}();/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */function SpotLightHelper(light){Object3D.call(this);this.light=light;this.light.updateMatrixWorld();this.matrix=light.matrixWorld;this.matrixAutoUpdate=false;var geometry=new BufferGeometry();var positions=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(var i=0,j=1,l=32;i<l;i++,j++){var p1=i/l*Math.PI*2;var p2=j/l*Math.PI*2;positions.push(Math.cos(p1),Math.sin(p1),1,Math.cos(p2),Math.sin(p2),1);}geometry.addAttribute('position',new Float32Attribute(positions,3));var material=new LineBasicMaterial({fog:false});this.cone=new LineSegments(geometry,material);this.add(this.cone);this.update();}SpotLightHelper.prototype=Object.create(Object3D.prototype);SpotLightHelper.prototype.constructor=SpotLightHelper;SpotLightHelper.prototype.dispose=function(){this.cone.geometry.dispose();this.cone.material.dispose();};SpotLightHelper.prototype.update=function(){var vector=new Vector3();var vector2=new Vector3();return function update(){var coneLength=this.light.distance?this.light.distance:1000;var coneWidth=coneLength*Math.tan(this.light.angle);this.cone.scale.set(coneWidth,coneWidth,coneLength);vector.setFromMatrixPosition(this.light.matrixWorld);vector2.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(vector2.sub(vector));this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);};}();/**\n * @author Sean Griffin / http://twitter.com/sgrif\n * @author Michael Guerrero / http://realitymeltdown.com\n * @author mrdoob / http://mrdoob.com/\n * @author ikerr / http://verold.com\n */function SkeletonHelper(object){this.bones=this.getBoneList(object);var geometry=new Geometry();for(var i=0;i<this.bones.length;i++){var bone=this.bones[i];if(bone.parent&&bone.parent.isBone){geometry.vertices.push(new Vector3());geometry.vertices.push(new Vector3());geometry.colors.push(new Color(0,0,1));geometry.colors.push(new Color(0,1,0));}}geometry.dynamic=true;var material=new LineBasicMaterial({vertexColors:VertexColors,depthTest:false,depthWrite:false,transparent:true});LineSegments.call(this,geometry,material);this.root=object;this.matrix=object.matrixWorld;this.matrixAutoUpdate=false;this.update();}SkeletonHelper.prototype=Object.create(LineSegments.prototype);SkeletonHelper.prototype.constructor=SkeletonHelper;SkeletonHelper.prototype.getBoneList=function(object){var boneList=[];if(object&&object.isBone){boneList.push(object);}for(var i=0;i<object.children.length;i++){boneList.push.apply(boneList,this.getBoneList(object.children[i]));}return boneList;};SkeletonHelper.prototype.update=function(){var geometry=this.geometry;var matrixWorldInv=new Matrix4().getInverse(this.root.matrixWorld);var boneMatrix=new Matrix4();var j=0;for(var i=0;i<this.bones.length;i++){var bone=this.bones[i];if(bone.parent&&bone.parent.isBone){boneMatrix.multiplyMatrices(matrixWorldInv,bone.matrixWorld);geometry.vertices[j].setFromMatrixPosition(boneMatrix);boneMatrix.multiplyMatrices(matrixWorldInv,bone.parent.matrixWorld);geometry.vertices[j+1].setFromMatrixPosition(boneMatrix);j+=2;}}geometry.verticesNeedUpdate=true;geometry.computeBoundingSphere();};/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */function PointLightHelper(light,sphereSize){this.light=light;this.light.updateMatrixWorld();var geometry=new SphereBufferGeometry(sphereSize,4,2);var material=new MeshBasicMaterial({wireframe:true,fog:false});material.color.copy(this.light.color).multiplyScalar(this.light.intensity);Mesh.call(this,geometry,material);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=false;/*\n \tvar distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n \tvar distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n \tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n \tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n \tvar d = light.distance;\n\n \tif ( d === 0.0 ) {\n\n \t\tthis.lightDistance.visible = false;\n\n \t} else {\n\n \t\tthis.lightDistance.scale.set( d, d, d );\n\n \t}\n\n \tthis.add( this.lightDistance );\n \t*/}PointLightHelper.prototype=Object.create(Mesh.prototype);PointLightHelper.prototype.constructor=PointLightHelper;PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose();};PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);/*\n \tvar d = this.light.distance;\n\n \tif ( d === 0.0 ) {\n\n \t\tthis.lightDistance.visible = false;\n\n \t} else {\n\n \t\tthis.lightDistance.visible = true;\n \t\tthis.lightDistance.scale.set( d, d, d );\n\n \t}\n \t*/};/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */function HemisphereLightHelper(light,sphereSize){Object3D.call(this);this.light=light;this.light.updateMatrixWorld();this.matrix=light.matrixWorld;this.matrixAutoUpdate=false;this.colors=[new Color(),new Color()];var geometry=new SphereGeometry(sphereSize,4,2);geometry.rotateX(-Math.PI/2);for(var i=0,il=8;i<il;i++){geometry.faces[i].color=this.colors[i<4?0:1];}var material=new MeshBasicMaterial({vertexColors:FaceColors,wireframe:true});this.lightSphere=new Mesh(geometry,material);this.add(this.lightSphere);this.update();}HemisphereLightHelper.prototype=Object.create(Object3D.prototype);HemisphereLightHelper.prototype.constructor=HemisphereLightHelper;HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose();};HemisphereLightHelper.prototype.update=function(){var vector=new Vector3();return function update(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(vector.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=true;};}();/**\n * @author mrdoob / http://mrdoob.com/\n */function GridHelper(size,divisions,color1,color2){divisions=divisions||1;color1=new Color(color1!==undefined?color1:0x444444);color2=new Color(color2!==undefined?color2:0x888888);var center=divisions/2;var step=size*2/divisions;var vertices=[],colors=[];for(var i=0,j=0,k=-size;i<=divisions;i++,k+=step){vertices.push(-size,0,k,size,0,k);vertices.push(k,0,-size,k,0,size);var color=i===center?color1:color2;color.toArray(colors,j);j+=3;color.toArray(colors,j);j+=3;color.toArray(colors,j);j+=3;color.toArray(colors,j);j+=3;}var geometry=new BufferGeometry();geometry.addAttribute('position',new Float32Attribute(vertices,3));geometry.addAttribute('color',new Float32Attribute(colors,3));var material=new LineBasicMaterial({vertexColors:VertexColors});LineSegments.call(this,geometry,material);}GridHelper.prototype=Object.create(LineSegments.prototype);GridHelper.prototype.constructor=GridHelper;GridHelper.prototype.setColors=function(){console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');};/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */function FaceNormalsHelper(object,size,hex,linewidth){// FaceNormalsHelper only supports THREE.Geometry\nthis.object=object;this.size=size!==undefined?size:1;var color=hex!==undefined?hex:0xffff00;var width=linewidth!==undefined?linewidth:1;//\nvar nNormals=0;var objGeometry=this.object.geometry;if(objGeometry&&objGeometry.isGeometry){nNormals=objGeometry.faces.length;}else{console.warn('THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.');}//\nvar geometry=new BufferGeometry();var positions=new Float32Attribute(nNormals*2*3,3);geometry.addAttribute('position',positions);LineSegments.call(this,geometry,new LineBasicMaterial({color:color,linewidth:width}));//\nthis.matrixAutoUpdate=false;this.update();}FaceNormalsHelper.prototype=Object.create(LineSegments.prototype);FaceNormalsHelper.prototype.constructor=FaceNormalsHelper;FaceNormalsHelper.prototype.update=function(){var v1=new Vector3();var v2=new Vector3();var normalMatrix=new Matrix3();return function update(){this.object.updateMatrixWorld(true);normalMatrix.getNormalMatrix(this.object.matrixWorld);var matrixWorld=this.object.matrixWorld;var position=this.geometry.attributes.position;//\nvar objGeometry=this.object.geometry;var vertices=objGeometry.vertices;var faces=objGeometry.faces;var idx=0;for(var i=0,l=faces.length;i<l;i++){var face=faces[i];var normal=face.normal;v1.copy(vertices[face.a]).add(vertices[face.b]).add(vertices[face.c]).divideScalar(3).applyMatrix4(matrixWorld);v2.copy(normal).applyMatrix3(normalMatrix).normalize().multiplyScalar(this.size).add(v1);position.setXYZ(idx,v1.x,v1.y,v1.z);idx=idx+1;position.setXYZ(idx,v2.x,v2.y,v2.z);idx=idx+1;}position.needsUpdate=true;return this;};}();/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */function DirectionalLightHelper(light,size){Object3D.call(this);this.light=light;this.light.updateMatrixWorld();this.matrix=light.matrixWorld;this.matrixAutoUpdate=false;if(size===undefined)size=1;var geometry=new BufferGeometry();geometry.addAttribute('position',new Float32Attribute([-size,size,0,size,size,0,size,-size,0,-size,-size,0,-size,size,0],3));var material=new LineBasicMaterial({fog:false});this.add(new Line(geometry,material));geometry=new BufferGeometry();geometry.addAttribute('position',new Float32Attribute([0,0,0,0,0,1],3));this.add(new Line(geometry,material));this.update();}DirectionalLightHelper.prototype=Object.create(Object3D.prototype);DirectionalLightHelper.prototype.constructor=DirectionalLightHelper;DirectionalLightHelper.prototype.dispose=function(){var lightPlane=this.children[0];var targetLine=this.children[1];lightPlane.geometry.dispose();lightPlane.material.dispose();targetLine.geometry.dispose();targetLine.material.dispose();};DirectionalLightHelper.prototype.update=function(){var v1=new Vector3();var v2=new Vector3();var v3=new Vector3();return function update(){v1.setFromMatrixPosition(this.light.matrixWorld);v2.setFromMatrixPosition(this.light.target.matrixWorld);v3.subVectors(v2,v1);var lightPlane=this.children[0];var targetLine=this.children[1];lightPlane.lookAt(v3);lightPlane.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);targetLine.lookAt(v3);targetLine.scale.z=v3.length();};}();/**\n * @author alteredq / http://alteredqualia.com/\n *\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */function CameraHelper(camera){var geometry=new Geometry();var material=new LineBasicMaterial({color:0xffffff,vertexColors:FaceColors});var pointMap={};// colors\nvar hexFrustum=0xffaa00;var hexCone=0xff0000;var hexUp=0x00aaff;var hexTarget=0xffffff;var hexCross=0x333333;// near\naddLine(\"n1\",\"n2\",hexFrustum);addLine(\"n2\",\"n4\",hexFrustum);addLine(\"n4\",\"n3\",hexFrustum);addLine(\"n3\",\"n1\",hexFrustum);// far\naddLine(\"f1\",\"f2\",hexFrustum);addLine(\"f2\",\"f4\",hexFrustum);addLine(\"f4\",\"f3\",hexFrustum);addLine(\"f3\",\"f1\",hexFrustum);// sides\naddLine(\"n1\",\"f1\",hexFrustum);addLine(\"n2\",\"f2\",hexFrustum);addLine(\"n3\",\"f3\",hexFrustum);addLine(\"n4\",\"f4\",hexFrustum);// cone\naddLine(\"p\",\"n1\",hexCone);addLine(\"p\",\"n2\",hexCone);addLine(\"p\",\"n3\",hexCone);addLine(\"p\",\"n4\",hexCone);// up\naddLine(\"u1\",\"u2\",hexUp);addLine(\"u2\",\"u3\",hexUp);addLine(\"u3\",\"u1\",hexUp);// target\naddLine(\"c\",\"t\",hexTarget);addLine(\"p\",\"c\",hexCross);// cross\naddLine(\"cn1\",\"cn2\",hexCross);addLine(\"cn3\",\"cn4\",hexCross);addLine(\"cf1\",\"cf2\",hexCross);addLine(\"cf3\",\"cf4\",hexCross);function addLine(a,b,hex){addPoint(a,hex);addPoint(b,hex);}function addPoint(id,hex){geometry.vertices.push(new Vector3());geometry.colors.push(new Color(hex));if(pointMap[id]===undefined){pointMap[id]=[];}pointMap[id].push(geometry.vertices.length-1);}LineSegments.call(this,geometry,material);this.camera=camera;if(this.camera.updateProjectionMatrix)this.camera.updateProjectionMatrix();this.matrix=camera.matrixWorld;this.matrixAutoUpdate=false;this.pointMap=pointMap;this.update();}CameraHelper.prototype=Object.create(LineSegments.prototype);CameraHelper.prototype.constructor=CameraHelper;CameraHelper.prototype.update=function(){var geometry,pointMap;var vector=new Vector3();var camera=new Camera();function setPoint(point,x,y,z){vector.set(x,y,z).unproject(camera);var points=pointMap[point];if(points!==undefined){for(var i=0,il=points.length;i<il;i++){geometry.vertices[points[i]].copy(vector);}}}return function update(){geometry=this.geometry;pointMap=this.pointMap;var w=1,h=1;// we need just camera projection matrix\n// world matrix must be identity\ncamera.projectionMatrix.copy(this.camera.projectionMatrix);// center / target\nsetPoint(\"c\",0,0,-1);setPoint(\"t\",0,0,1);// near\nsetPoint(\"n1\",-w,-h,-1);setPoint(\"n2\",w,-h,-1);setPoint(\"n3\",-w,h,-1);setPoint(\"n4\",w,h,-1);// far\nsetPoint(\"f1\",-w,-h,1);setPoint(\"f2\",w,-h,1);setPoint(\"f3\",-w,h,1);setPoint(\"f4\",w,h,1);// up\nsetPoint(\"u1\",w*0.7,h*1.1,-1);setPoint(\"u2\",-w*0.7,h*1.1,-1);setPoint(\"u3\",0,h*2,-1);// cross\nsetPoint(\"cf1\",-w,0,1);setPoint(\"cf2\",w,0,1);setPoint(\"cf3\",0,-h,1);setPoint(\"cf4\",0,h,1);setPoint(\"cn1\",-w,0,-1);setPoint(\"cn2\",w,0,-1);setPoint(\"cn3\",0,-h,-1);setPoint(\"cn4\",0,h,-1);geometry.verticesNeedUpdate=true;};}();/**\n * @author WestLangley / http://github.com/WestLangley\n */// a helper to show the world-axis-aligned bounding box for an object\nfunction BoundingBoxHelper(object,hex){var color=hex!==undefined?hex:0x888888;this.object=object;this.box=new Box3();Mesh.call(this,new BoxGeometry(1,1,1),new MeshBasicMaterial({color:color,wireframe:true}));}BoundingBoxHelper.prototype=Object.create(Mesh.prototype);BoundingBoxHelper.prototype.constructor=BoundingBoxHelper;BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.getCenter(this.position);};/**\n * @author mrdoob / http://mrdoob.com/\n */function BoxHelper(object,color){if(color===undefined)color=0xffff00;var indices=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]);var positions=new Float32Array(8*3);var geometry=new BufferGeometry();geometry.setIndex(new BufferAttribute(indices,1));geometry.addAttribute('position',new BufferAttribute(positions,3));LineSegments.call(this,geometry,new LineBasicMaterial({color:color}));if(object!==undefined){this.update(object);}}BoxHelper.prototype=Object.create(LineSegments.prototype);BoxHelper.prototype.constructor=BoxHelper;BoxHelper.prototype.update=function(){var box=new Box3();return function update(object){if(object&&object.isBox3){box.copy(object);}else{box.setFromObject(object);}if(box.isEmpty())return;var min=box.min;var max=box.max;/*\n \t\t 5____4\n \t\t1/___0/|\n \t\t| 6__|_7\n \t\t2/___3/\n\n \t\t0: max.x, max.y, max.z\n \t\t1: min.x, max.y, max.z\n \t\t2: min.x, min.y, max.z\n \t\t3: max.x, min.y, max.z\n \t\t4: max.x, max.y, min.z\n \t\t5: min.x, max.y, min.z\n \t\t6: min.x, min.y, min.z\n \t\t7: max.x, min.y, min.z\n \t\t*/var position=this.geometry.attributes.position;var array=position.array;array[0]=max.x;array[1]=max.y;array[2]=max.z;array[3]=min.x;array[4]=max.y;array[5]=max.z;array[6]=min.x;array[7]=min.y;array[8]=max.z;array[9]=max.x;array[10]=min.y;array[11]=max.z;array[12]=max.x;array[13]=max.y;array[14]=min.z;array[15]=min.x;array[16]=max.y;array[17]=min.z;array[18]=min.x;array[19]=min.y;array[20]=min.z;array[21]=max.x;array[22]=min.y;array[23]=min.z;position.needsUpdate=true;this.geometry.computeBoundingSphere();};}();var lineGeometry=new BufferGeometry();lineGeometry.addAttribute('position',new Float32Attribute([0,0,0,0,1,0],3));var coneGeometry=new CylinderBufferGeometry(0,0.5,1,5,1);coneGeometry.translate(0,-0.5,0);function ArrowHelper(dir,origin,length,color,headLength,headWidth){// dir is assumed to be normalized\nObject3D.call(this);if(color===undefined)color=0xffff00;if(length===undefined)length=1;if(headLength===undefined)headLength=0.2*length;if(headWidth===undefined)headWidth=0.2*headLength;this.position.copy(origin);this.line=new Line(lineGeometry,new LineBasicMaterial({color:color}));this.line.matrixAutoUpdate=false;this.add(this.line);this.cone=new Mesh(coneGeometry,new MeshBasicMaterial({color:color}));this.cone.matrixAutoUpdate=false;this.add(this.cone);this.setDirection(dir);this.setLength(length,headLength,headWidth);}ArrowHelper.prototype=Object.create(Object3D.prototype);ArrowHelper.prototype.constructor=ArrowHelper;ArrowHelper.prototype.setDirection=function(){var axis=new Vector3();var radians;return function setDirection(dir){// dir is assumed to be normalized\nif(dir.y>0.99999){this.quaternion.set(0,0,0,1);}else if(dir.y<-0.99999){this.quaternion.set(1,0,0,0);}else{axis.set(dir.z,0,-dir.x).normalize();radians=Math.acos(dir.y);this.quaternion.setFromAxisAngle(axis,radians);}};}();ArrowHelper.prototype.setLength=function(length,headLength,headWidth){if(headLength===undefined)headLength=0.2*length;if(headWidth===undefined)headWidth=0.2*headLength;this.line.scale.set(1,Math.max(0,length-headLength),1);this.line.updateMatrix();this.cone.scale.set(headWidth,headLength,headWidth);this.cone.position.y=length;this.cone.updateMatrix();};ArrowHelper.prototype.setColor=function(color){this.line.material.color.copy(color);this.cone.material.color.copy(color);};/**\n * @author sroucheray / http://sroucheray.org/\n * @author mrdoob / http://mrdoob.com/\n */function AxisHelper(size){size=size||1;var vertices=new Float32Array([0,0,0,size,0,0,0,0,0,0,size,0,0,0,0,0,0,size]);var colors=new Float32Array([1,0,0,1,0.6,0,0,1,0,0.6,1,0,0,0,1,0,0.6,1]);var geometry=new BufferGeometry();geometry.addAttribute('position',new BufferAttribute(vertices,3));geometry.addAttribute('color',new BufferAttribute(colors,3));var material=new LineBasicMaterial({vertexColors:VertexColors});LineSegments.call(this,geometry,material);}AxisHelper.prototype=Object.create(LineSegments.prototype);AxisHelper.prototype.constructor=AxisHelper;/**\n * @author zz85 https://github.com/zz85\n *\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */exports.CatmullRomCurve3=function(){var tmp=new Vector3(),px=new CubicPoly(),py=new CubicPoly(),pz=new CubicPoly();/*\n \tBased on an optimized c++ solution in\n \t - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n \t - http://ideone.com/NoEbVM\n\n \tThis CubicPoly class could be used for reusing some variables and calculations,\n \tbut for three.js curve use, it could be possible inlined and flatten into a single function call\n \twhich can be placed in CurveUtils.\n \t*/function CubicPoly(){}/*\n \t * Compute coefficients for a cubic polynomial\n \t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n \t * such that\n \t * p(0) = x0, p(1) = x1\n \t * and\n \t * p'(0) = t0, p'(1) = t1.\n \t */CubicPoly.prototype.init=function(x0,x1,t0,t1){this.c0=x0;this.c1=t0;this.c2=-3*x0+3*x1-2*t0-t1;this.c3=2*x0-2*x1+t0+t1;};CubicPoly.prototype.initNonuniformCatmullRom=function(x0,x1,x2,x3,dt0,dt1,dt2){// compute tangents when parameterized in [t1,t2]\nvar t1=(x1-x0)/dt0-(x2-x0)/(dt0+dt1)+(x2-x1)/dt1;var t2=(x2-x1)/dt1-(x3-x1)/(dt1+dt2)+(x3-x2)/dt2;// rescale tangents for parametrization in [0,1]\nt1*=dt1;t2*=dt1;// initCubicPoly\nthis.init(x1,x2,t1,t2);};// standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4\nCubicPoly.prototype.initCatmullRom=function(x0,x1,x2,x3,tension){this.init(x1,x2,tension*(x2-x0),tension*(x3-x1));};CubicPoly.prototype.calc=function(t){var t2=t*t;var t3=t2*t;return this.c0+this.c1*t+this.c2*t2+this.c3*t3;};// Subclass Three.js curve\nreturn Curve.create(function(p/* array of Vector3 */){this.points=p||[];this.closed=false;},function(t){var points=this.points,point,intPoint,weight,l;l=points.length;if(l<2)console.log('duh, you need at least 2 points');point=(l-(this.closed?0:1))*t;intPoint=Math.floor(point);weight=point-intPoint;if(this.closed){intPoint+=intPoint>0?0:(Math.floor(Math.abs(intPoint)/points.length)+1)*points.length;}else if(weight===0&&intPoint===l-1){intPoint=l-2;weight=1;}var p0,p1,p2,p3;// 4 points\nif(this.closed||intPoint>0){p0=points[(intPoint-1)%l];}else{// extrapolate first point\ntmp.subVectors(points[0],points[1]).add(points[0]);p0=tmp;}p1=points[intPoint%l];p2=points[(intPoint+1)%l];if(this.closed||intPoint+2<l){p3=points[(intPoint+2)%l];}else{// extrapolate last point\ntmp.subVectors(points[l-1],points[l-2]).add(points[l-1]);p3=tmp;}if(this.type===undefined||this.type==='centripetal'||this.type==='chordal'){// init Centripetal / Chordal Catmull-Rom\nvar pow=this.type==='chordal'?0.5:0.25;var dt0=Math.pow(p0.distanceToSquared(p1),pow);var dt1=Math.pow(p1.distanceToSquared(p2),pow);var dt2=Math.pow(p2.distanceToSquared(p3),pow);// safety check for repeated points\nif(dt1<1e-4)dt1=1.0;if(dt0<1e-4)dt0=dt1;if(dt2<1e-4)dt2=dt1;px.initNonuniformCatmullRom(p0.x,p1.x,p2.x,p3.x,dt0,dt1,dt2);py.initNonuniformCatmullRom(p0.y,p1.y,p2.y,p3.y,dt0,dt1,dt2);pz.initNonuniformCatmullRom(p0.z,p1.z,p2.z,p3.z,dt0,dt1,dt2);}else if(this.type==='catmullrom'){var tension=this.tension!==undefined?this.tension:0.5;px.initCatmullRom(p0.x,p1.x,p2.x,p3.x,tension);py.initCatmullRom(p0.y,p1.y,p2.y,p3.y,tension);pz.initCatmullRom(p0.z,p1.z,p2.z,p3.z,tension);}var v=new Vector3(px.calc(weight),py.calc(weight),pz.calc(weight));return v;});}();/**************************************************************\n *\tClosed Spline 3D curve\n **************************************************************/function ClosedSplineCurve3(points){console.warn('THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.');exports.CatmullRomCurve3.call(this,points);this.type='catmullrom';this.closed=true;}ClosedSplineCurve3.prototype=Object.create(exports.CatmullRomCurve3.prototype);/**************************************************************\n *\tSpline 3D curve\n **************************************************************/var SplineCurve3=Curve.create(function(points/* array of Vector3 */){console.warn('THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3');this.points=points===undefined?[]:points;},function(t){var points=this.points;var point=(points.length-1)*t;var intPoint=Math.floor(point);var weight=point-intPoint;var point0=points[intPoint==0?intPoint:intPoint-1];var point1=points[intPoint];var point2=points[intPoint>points.length-2?points.length-1:intPoint+1];var point3=points[intPoint>points.length-3?points.length-1:intPoint+2];var interpolate=exports.CurveUtils.interpolate;return new Vector3(interpolate(point0.x,point1.x,point2.x,point3.x,weight),interpolate(point0.y,point1.y,point2.y,point3.y,weight),interpolate(point0.z,point1.z,point2.z,point3.z,weight));});/**************************************************************\n *\tCubic Bezier 3D curve\n **************************************************************/exports.CubicBezierCurve3=Curve.create(function(v0,v1,v2,v3){this.v0=v0;this.v1=v1;this.v2=v2;this.v3=v3;},function(t){var b3=exports.ShapeUtils.b3;return new Vector3(b3(t,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b3(t,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b3(t,this.v0.z,this.v1.z,this.v2.z,this.v3.z));});/**************************************************************\n *\tQuadratic Bezier 3D curve\n **************************************************************/exports.QuadraticBezierCurve3=Curve.create(function(v0,v1,v2){this.v0=v0;this.v1=v1;this.v2=v2;},function(t){var b2=exports.ShapeUtils.b2;return new Vector3(b2(t,this.v0.x,this.v1.x,this.v2.x),b2(t,this.v0.y,this.v1.y,this.v2.y),b2(t,this.v0.z,this.v1.z,this.v2.z));});/**************************************************************\n *\tLine3D\n **************************************************************/exports.LineCurve3=Curve.create(function(v1,v2){this.v1=v1;this.v2=v2;},function(t){if(t===1){return this.v2.clone();}var vector=new Vector3();vector.subVectors(this.v2,this.v1);// diff\nvector.multiplyScalar(t);vector.add(this.v1);return vector;});/**************************************************************\n *\tArc curve\n **************************************************************/function ArcCurve(aX,aY,aRadius,aStartAngle,aEndAngle,aClockwise){EllipseCurve.call(this,aX,aY,aRadius,aRadius,aStartAngle,aEndAngle,aClockwise);}ArcCurve.prototype=Object.create(EllipseCurve.prototype);ArcCurve.prototype.constructor=ArcCurve;/**\n * @author alteredq / http://alteredqualia.com/\n */exports.SceneUtils={createMultiMaterialObject:function createMultiMaterialObject(geometry,materials){var group=new Group();for(var i=0,l=materials.length;i<l;i++){group.add(new Mesh(geometry,materials[i]));}return group;},detach:function detach(child,parent,scene){child.applyMatrix(parent.matrixWorld);parent.remove(child);scene.add(child);},attach:function attach(child,scene,parent){var matrixWorldInverse=new Matrix4();matrixWorldInverse.getInverse(parent.matrixWorld);child.applyMatrix(matrixWorldInverse);scene.remove(child);parent.add(child);}};function Face4(a,b,c,d,normal,color,materialIndex){console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');return new Face3(a,b,c,normal,color,materialIndex);}var LineStrip=0;var LinePieces=1;function PointCloud(geometry,material){console.warn('THREE.PointCloud has been renamed to THREE.Points.');return new Points(geometry,material);}function ParticleSystem(geometry,material){console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');return new Points(geometry,material);}function PointCloudMaterial(parameters){console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function ParticleBasicMaterial(parameters){console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function ParticleSystemMaterial(parameters){console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');return new PointsMaterial(parameters);}function Vertex(x,y,z){console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');return new Vector3(x,y,z);}//\nfunction EdgesHelper(object,hex){console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');return new LineSegments(new EdgesGeometry(object.geometry),new LineBasicMaterial({color:hex!==undefined?hex:0xffffff}));}function WireframeHelper(object,hex){console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');return new LineSegments(new WireframeGeometry(object.geometry),new LineBasicMaterial({color:hex!==undefined?hex:0xffffff}));}//\nObject.assign(Box2.prototype,{center:function center(optionalTarget){console.warn('THREE.Box2: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);},empty:function empty(){console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');return this.isEmpty();},isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},size:function size(optionalTarget){console.warn('THREE.Box2: .size() has been renamed to .getSize().');return this.getSize(optionalTarget);}});Object.assign(Box3.prototype,{center:function center(optionalTarget){console.warn('THREE.Box3: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);},empty:function empty(){console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');return this.isEmpty();},isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},isIntersectionSphere:function isIntersectionSphere(sphere){console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');return this.intersectsSphere(sphere);},size:function size(optionalTarget){console.warn('THREE.Box3: .size() has been renamed to .getSize().');return this.getSize(optionalTarget);}});Object.assign(Line3.prototype,{center:function center(optionalTarget){console.warn('THREE.Line3: .center() has been renamed to .getCenter().');return this.getCenter(optionalTarget);}});Object.assign(Matrix3.prototype,{multiplyVector3:function multiplyVector3(vector){console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');return vector.applyMatrix3(this);},multiplyVector3Array:function multiplyVector3Array(a){console.warn('THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.');return this.applyToVector3Array(a);}});Object.assign(Matrix4.prototype,{extractPosition:function extractPosition(m){console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');return this.copyPosition(m);},setRotationFromQuaternion:function setRotationFromQuaternion(q){console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');return this.makeRotationFromQuaternion(q);},multiplyVector3:function multiplyVector3(vector){console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.');return vector.applyProjection(this);},multiplyVector4:function multiplyVector4(vector){console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');return vector.applyMatrix4(this);},multiplyVector3Array:function multiplyVector3Array(a){console.warn('THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.');return this.applyToVector3Array(a);},rotateAxis:function rotateAxis(v){console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');v.transformDirection(this);},crossVector:function crossVector(vector){console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');return vector.applyMatrix4(this);},translate:function translate(v){console.error('THREE.Matrix4: .translate() has been removed.');},rotateX:function rotateX(angle){console.error('THREE.Matrix4: .rotateX() has been removed.');},rotateY:function rotateY(angle){console.error('THREE.Matrix4: .rotateY() has been removed.');},rotateZ:function rotateZ(angle){console.error('THREE.Matrix4: .rotateZ() has been removed.');},rotateByAxis:function rotateByAxis(axis,angle){console.error('THREE.Matrix4: .rotateByAxis() has been removed.');}});Object.assign(Plane.prototype,{isIntersectionLine:function isIntersectionLine(line){console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');return this.intersectsLine(line);}});Object.assign(Quaternion.prototype,{multiplyVector3:function multiplyVector3(vector){console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');return vector.applyQuaternion(this);}});Object.assign(Ray.prototype,{isIntersectionBox:function isIntersectionBox(box){console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');return this.intersectsBox(box);},isIntersectionPlane:function isIntersectionPlane(plane){console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');return this.intersectsPlane(plane);},isIntersectionSphere:function isIntersectionSphere(sphere){console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');return this.intersectsSphere(sphere);}});Object.assign(Shape.prototype,{extrude:function extrude(options){console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');return new ExtrudeGeometry(this,options);},makeGeometry:function makeGeometry(options){console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');return new ShapeGeometry(this,options);}});Object.assign(Vector3.prototype,{setEulerFromRotationMatrix:function setEulerFromRotationMatrix(){console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');},setEulerFromQuaternion:function setEulerFromQuaternion(){console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');},getPositionFromMatrix:function getPositionFromMatrix(m){console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');return this.setFromMatrixPosition(m);},getScaleFromMatrix:function getScaleFromMatrix(m){console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');return this.setFromMatrixScale(m);},getColumnFromMatrix:function getColumnFromMatrix(index,matrix){console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');return this.setFromMatrixColumn(matrix,index);}});//\nObject.assign(Object3D.prototype,{getChildByName:function getChildByName(name){console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');return this.getObjectByName(name);},renderDepth:function renderDepth(value){console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');},translate:function translate(distance,axis){console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');return this.translateOnAxis(axis,distance);}});Object.defineProperties(Object3D.prototype,{eulerOrder:{get:function get(){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');return this.rotation.order;},set:function set(value){console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');this.rotation.order=value;}},useQuaternion:{get:function get(){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');},set:function set(value){console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');}}});Object.defineProperties(LOD.prototype,{objects:{get:function get(){console.warn('THREE.LOD: .objects has been renamed to .levels.');return this.levels;}}});//\nPerspectiveCamera.prototype.setLens=function(focalLength,filmGauge){console.warn(\"THREE.PerspectiveCamera.setLens is deprecated. \"+\"Use .setFocalLength and .filmGauge for a photographic setup.\");if(filmGauge!==undefined)this.filmGauge=filmGauge;this.setFocalLength(focalLength);};//\nObject.defineProperties(Light.prototype,{onlyShadow:{set:function set(value){console.warn('THREE.Light: .onlyShadow has been removed.');}},shadowCameraFov:{set:function set(value){console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');this.shadow.camera.fov=value;}},shadowCameraLeft:{set:function set(value){console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');this.shadow.camera.left=value;}},shadowCameraRight:{set:function set(value){console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');this.shadow.camera.right=value;}},shadowCameraTop:{set:function set(value){console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');this.shadow.camera.top=value;}},shadowCameraBottom:{set:function set(value){console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');this.shadow.camera.bottom=value;}},shadowCameraNear:{set:function set(value){console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');this.shadow.camera.near=value;}},shadowCameraFar:{set:function set(value){console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');this.shadow.camera.far=value;}},shadowCameraVisible:{set:function set(value){console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');}},shadowBias:{set:function set(value){console.warn('THREE.Light: .shadowBias is now .shadow.bias.');this.shadow.bias=value;}},shadowDarkness:{set:function set(value){console.warn('THREE.Light: .shadowDarkness has been removed.');}},shadowMapWidth:{set:function set(value){console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');this.shadow.mapSize.width=value;}},shadowMapHeight:{set:function set(value){console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');this.shadow.mapSize.height=value;}}});//\nObject.defineProperties(BufferAttribute.prototype,{length:{get:function get(){console.warn('THREE.BufferAttribute: .length has been deprecated. Please use .count.');return this.array.length;}}});Object.assign(BufferGeometry.prototype,{addIndex:function addIndex(index){console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');this.setIndex(index);},addDrawCall:function addDrawCall(start,count,indexOffset){if(indexOffset!==undefined){console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');}console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');this.addGroup(start,count);},clearDrawCalls:function clearDrawCalls(){console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');this.clearGroups();},computeTangents:function computeTangents(){console.warn('THREE.BufferGeometry: .computeTangents() has been removed.');},computeOffsets:function computeOffsets(){console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');}});Object.defineProperties(BufferGeometry.prototype,{drawcalls:{get:function get(){console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');return this.groups;}},offsets:{get:function get(){console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');return this.groups;}}});//\nObject.defineProperties(Material.prototype,{wrapAround:{get:function get(){console.warn('THREE.'+this.type+': .wrapAround has been removed.');},set:function set(value){console.warn('THREE.'+this.type+': .wrapAround has been removed.');}},wrapRGB:{get:function get(){console.warn('THREE.'+this.type+': .wrapRGB has been removed.');return new Color();}}});Object.defineProperties(MeshPhongMaterial.prototype,{metal:{get:function get(){console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');return false;},set:function set(value){console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');}}});Object.defineProperties(ShaderMaterial.prototype,{derivatives:{get:function get(){console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');return this.extensions.derivatives;},set:function set(value){console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');this.extensions.derivatives=value;}}});//\nEventDispatcher.prototype=Object.assign(Object.create({// Note: Extra base ensures these properties are not 'assign'ed.\nconstructor:EventDispatcher,apply:function apply(target){console.warn(\"THREE.EventDispatcher: .apply is deprecated, \"+\"just inherit or Object.assign the prototype to mix-in.\");Object.assign(target,this);}}),EventDispatcher.prototype);//\nObject.assign(WebGLRenderer.prototype,{supportsFloatTextures:function supportsFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).');return this.extensions.get('OES_texture_float');},supportsHalfFloatTextures:function supportsHalfFloatTextures(){console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).');return this.extensions.get('OES_texture_half_float');},supportsStandardDerivatives:function supportsStandardDerivatives(){console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).');return this.extensions.get('OES_standard_derivatives');},supportsCompressedTextureS3TC:function supportsCompressedTextureS3TC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).');return this.extensions.get('WEBGL_compressed_texture_s3tc');},supportsCompressedTexturePVRTC:function supportsCompressedTexturePVRTC(){console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).');return this.extensions.get('WEBGL_compressed_texture_pvrtc');},supportsBlendMinMax:function supportsBlendMinMax(){console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).');return this.extensions.get('EXT_blend_minmax');},supportsVertexTextures:function supportsVertexTextures(){return this.capabilities.vertexTextures;},supportsInstancedArrays:function supportsInstancedArrays(){console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).');return this.extensions.get('ANGLE_instanced_arrays');},enableScissorTest:function enableScissorTest(boolean){console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');this.setScissorTest(boolean);},initMaterial:function initMaterial(){console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');},addPrePlugin:function addPrePlugin(){console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');},addPostPlugin:function addPostPlugin(){console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');},updateShadowMap:function updateShadowMap(){console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');}});Object.defineProperties(WebGLRenderer.prototype,{shadowMapEnabled:{get:function get(){return this.shadowMap.enabled;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');this.shadowMap.enabled=value;}},shadowMapType:{get:function get(){return this.shadowMap.type;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');this.shadowMap.type=value;}},shadowMapCullFace:{get:function get(){return this.shadowMap.cullFace;},set:function set(value){console.warn('THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.');this.shadowMap.cullFace=value;}}});Object.defineProperties(WebGLShadowMap.prototype,{cullFace:{get:function get(){return this.renderReverseSided?CullFaceFront:CullFaceBack;},set:function set(cullFace){var value=cullFace!==CullFaceBack;console.warn(\"WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to \"+value+\".\");this.renderReverseSided=value;}}});//\nObject.defineProperties(WebGLRenderTarget.prototype,{wrapS:{get:function get(){console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');return this.texture.wrapS;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');this.texture.wrapS=value;}},wrapT:{get:function get(){console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');return this.texture.wrapT;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');this.texture.wrapT=value;}},magFilter:{get:function get(){console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');return this.texture.magFilter;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');this.texture.magFilter=value;}},minFilter:{get:function get(){console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');return this.texture.minFilter;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');this.texture.minFilter=value;}},anisotropy:{get:function get(){console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');return this.texture.anisotropy;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');this.texture.anisotropy=value;}},offset:{get:function get(){console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');return this.texture.offset;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');this.texture.offset=value;}},repeat:{get:function get(){console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');return this.texture.repeat;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');this.texture.repeat=value;}},format:{get:function get(){console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');return this.texture.format;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');this.texture.format=value;}},type:{get:function get(){console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');return this.texture.type;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');this.texture.type=value;}},generateMipmaps:{get:function get(){console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');return this.texture.generateMipmaps;},set:function set(value){console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');this.texture.generateMipmaps=value;}}});//\nObject.assign(Audio.prototype,{load:function load(file){console.warn('THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.');var scope=this;var audioLoader=new AudioLoader();audioLoader.load(file,function(buffer){scope.setBuffer(buffer);});return this;}});Object.assign(AudioAnalyser.prototype,{getData:function getData(file){console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');return this.getFrequencyData();}});//\nvar GeometryUtils={merge:function merge(geometry1,geometry2,materialIndexOffset){console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');var matrix;if(geometry2.isMesh){geometry2.matrixAutoUpdate&&geometry2.updateMatrix();matrix=geometry2.matrix;geometry2=geometry2.geometry;}geometry1.merge(geometry2,matrix,materialIndexOffset);},center:function center(geometry){console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');return geometry.center();}};var ImageUtils={crossOrigin:undefined,loadTexture:function loadTexture(url,mapping,onLoad,onError){console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');var loader=new TextureLoader();loader.setCrossOrigin(this.crossOrigin);var texture=loader.load(url,onLoad,undefined,onError);if(mapping)texture.mapping=mapping;return texture;},loadTextureCube:function loadTextureCube(urls,mapping,onLoad,onError){console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');var loader=new CubeTextureLoader();loader.setCrossOrigin(this.crossOrigin);var texture=loader.load(urls,onLoad,undefined,onError);if(mapping)texture.mapping=mapping;return texture;},loadCompressedTexture:function loadCompressedTexture(){console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');},loadCompressedTextureCube:function loadCompressedTextureCube(){console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');}};//\nfunction Projector(){console.error('THREE.Projector has been moved to /examples/js/renderers/Projector.js.');this.projectVector=function(vector,camera){console.warn('THREE.Projector: .projectVector() is now vector.project().');vector.project(camera);};this.unprojectVector=function(vector,camera){console.warn('THREE.Projector: .unprojectVector() is now vector.unproject().');vector.unproject(camera);};this.pickingRay=function(vector,camera){console.error('THREE.Projector: .pickingRay() is now raycaster.setFromCamera().');};}//\nfunction CanvasRenderer(){console.error('THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js');this.domElement=document.createElementNS('http://www.w3.org/1999/xhtml','canvas');this.clear=function(){};this.render=function(){};this.setClearColor=function(){};this.setSize=function(){};}Object.defineProperty(exports,'AudioContext',{get:function get(){return exports.getAudioContext();}});exports.WebGLRenderTargetCube=WebGLRenderTargetCube;exports.WebGLRenderTarget=WebGLRenderTarget;exports.WebGLRenderer=WebGLRenderer;exports.ShaderLib=ShaderLib;exports.UniformsLib=UniformsLib;exports.ShaderChunk=ShaderChunk;exports.FogExp2=FogExp2;exports.Fog=Fog;exports.Scene=Scene;exports.LensFlare=LensFlare;exports.Sprite=Sprite;exports.LOD=LOD;exports.SkinnedMesh=SkinnedMesh;exports.Skeleton=Skeleton;exports.Bone=Bone;exports.Mesh=Mesh;exports.LineSegments=LineSegments;exports.Line=Line;exports.Points=Points;exports.Group=Group;exports.VideoTexture=VideoTexture;exports.DataTexture=DataTexture;exports.CompressedTexture=CompressedTexture;exports.CubeTexture=CubeTexture;exports.CanvasTexture=CanvasTexture;exports.DepthTexture=DepthTexture;exports.TextureIdCount=TextureIdCount;exports.Texture=Texture;exports.MaterialIdCount=MaterialIdCount;exports.CompressedTextureLoader=CompressedTextureLoader;exports.BinaryTextureLoader=BinaryTextureLoader;exports.DataTextureLoader=DataTextureLoader;exports.CubeTextureLoader=CubeTextureLoader;exports.TextureLoader=TextureLoader;exports.ObjectLoader=ObjectLoader;exports.MaterialLoader=MaterialLoader;exports.BufferGeometryLoader=BufferGeometryLoader;exports.LoadingManager=LoadingManager;exports.JSONLoader=JSONLoader;exports.ImageLoader=ImageLoader;exports.FontLoader=FontLoader;exports.XHRLoader=XHRLoader;exports.Loader=Loader;exports.AudioLoader=AudioLoader;exports.SpotLightShadow=SpotLightShadow;exports.SpotLight=SpotLight;exports.PointLight=PointLight;exports.HemisphereLight=HemisphereLight;exports.DirectionalLightShadow=DirectionalLightShadow;exports.DirectionalLight=DirectionalLight;exports.AmbientLight=AmbientLight;exports.LightShadow=LightShadow;exports.Light=Light;exports.StereoCamera=StereoCamera;exports.PerspectiveCamera=PerspectiveCamera;exports.OrthographicCamera=OrthographicCamera;exports.CubeCamera=CubeCamera;exports.Camera=Camera;exports.AudioListener=AudioListener;exports.PositionalAudio=PositionalAudio;exports.getAudioContext=getAudioContext;exports.AudioAnalyser=AudioAnalyser;exports.Audio=Audio;exports.VectorKeyframeTrack=VectorKeyframeTrack;exports.StringKeyframeTrack=StringKeyframeTrack;exports.QuaternionKeyframeTrack=QuaternionKeyframeTrack;exports.NumberKeyframeTrack=NumberKeyframeTrack;exports.ColorKeyframeTrack=ColorKeyframeTrack;exports.BooleanKeyframeTrack=BooleanKeyframeTrack;exports.PropertyMixer=PropertyMixer;exports.PropertyBinding=PropertyBinding;exports.KeyframeTrack=KeyframeTrack;exports.AnimationObjectGroup=AnimationObjectGroup;exports.AnimationMixer=AnimationMixer;exports.AnimationClip=AnimationClip;exports.Uniform=Uniform;exports.InstancedBufferGeometry=InstancedBufferGeometry;exports.BufferGeometry=BufferGeometry;exports.GeometryIdCount=GeometryIdCount;exports.Geometry=Geometry;exports.InterleavedBufferAttribute=InterleavedBufferAttribute;exports.InstancedInterleavedBuffer=InstancedInterleavedBuffer;exports.InterleavedBuffer=InterleavedBuffer;exports.InstancedBufferAttribute=InstancedBufferAttribute;exports.DynamicBufferAttribute=DynamicBufferAttribute;exports.Float64Attribute=Float64Attribute;exports.Float32Attribute=Float32Attribute;exports.Uint32Attribute=Uint32Attribute;exports.Int32Attribute=Int32Attribute;exports.Uint16Attribute=Uint16Attribute;exports.Int16Attribute=Int16Attribute;exports.Uint8ClampedAttribute=Uint8ClampedAttribute;exports.Uint8Attribute=Uint8Attribute;exports.Int8Attribute=Int8Attribute;exports.BufferAttribute=BufferAttribute;exports.Face3=Face3;exports.Object3DIdCount=Object3DIdCount;exports.Object3D=Object3D;exports.Raycaster=Raycaster;exports.Layers=Layers;exports.EventDispatcher=EventDispatcher;exports.Clock=Clock;exports.QuaternionLinearInterpolant=QuaternionLinearInterpolant;exports.LinearInterpolant=LinearInterpolant;exports.DiscreteInterpolant=DiscreteInterpolant;exports.CubicInterpolant=CubicInterpolant;exports.Interpolant=Interpolant;exports.Triangle=Triangle;exports.Spline=Spline;exports.Spherical=Spherical;exports.Plane=Plane;exports.Frustum=Frustum;exports.Sphere=Sphere;exports.Ray=Ray;exports.Matrix4=Matrix4;exports.Matrix3=Matrix3;exports.Box3=Box3;exports.Box2=Box2;exports.Line3=Line3;exports.Euler=Euler;exports.Vector4=Vector4;exports.Vector3=Vector3;exports.Vector2=Vector2;exports.Quaternion=Quaternion;exports.Color=Color;exports.MorphBlendMesh=MorphBlendMesh;exports.ImmediateRenderObject=ImmediateRenderObject;exports.VertexNormalsHelper=VertexNormalsHelper;exports.SpotLightHelper=SpotLightHelper;exports.SkeletonHelper=SkeletonHelper;exports.PointLightHelper=PointLightHelper;exports.HemisphereLightHelper=HemisphereLightHelper;exports.GridHelper=GridHelper;exports.FaceNormalsHelper=FaceNormalsHelper;exports.DirectionalLightHelper=DirectionalLightHelper;exports.CameraHelper=CameraHelper;exports.BoundingBoxHelper=BoundingBoxHelper;exports.BoxHelper=BoxHelper;exports.ArrowHelper=ArrowHelper;exports.AxisHelper=AxisHelper;exports.ClosedSplineCurve3=ClosedSplineCurve3;exports.SplineCurve3=SplineCurve3;exports.ArcCurve=ArcCurve;exports.EllipseCurve=EllipseCurve;exports.SplineCurve=SplineCurve;exports.CubicBezierCurve=CubicBezierCurve;exports.QuadraticBezierCurve=QuadraticBezierCurve;exports.LineCurve=LineCurve;exports.Shape=Shape;exports.ShapePath=ShapePath;exports.Path=Path;exports.Font=Font;exports.CurvePath=CurvePath;exports.Curve=Curve;exports.WireframeGeometry=WireframeGeometry;exports.ParametricGeometry=ParametricGeometry;exports.TetrahedronGeometry=TetrahedronGeometry;exports.OctahedronGeometry=OctahedronGeometry;exports.IcosahedronGeometry=IcosahedronGeometry;exports.DodecahedronGeometry=DodecahedronGeometry;exports.PolyhedronGeometry=PolyhedronGeometry;exports.TubeGeometry=TubeGeometry;exports.TorusKnotGeometry=TorusKnotGeometry;exports.TorusKnotBufferGeometry=TorusKnotBufferGeometry;exports.TorusGeometry=TorusGeometry;exports.TorusBufferGeometry=TorusBufferGeometry;exports.TextGeometry=TextGeometry;exports.SphereBufferGeometry=SphereBufferGeometry;exports.SphereGeometry=SphereGeometry;exports.RingGeometry=RingGeometry;exports.RingBufferGeometry=RingBufferGeometry;exports.PlaneBufferGeometry=PlaneBufferGeometry;exports.PlaneGeometry=PlaneGeometry;exports.LatheGeometry=LatheGeometry;exports.LatheBufferGeometry=LatheBufferGeometry;exports.ShapeGeometry=ShapeGeometry;exports.ExtrudeGeometry=ExtrudeGeometry;exports.EdgesGeometry=EdgesGeometry;exports.ConeGeometry=ConeGeometry;exports.ConeBufferGeometry=ConeBufferGeometry;exports.CylinderGeometry=CylinderGeometry;exports.CylinderBufferGeometry=CylinderBufferGeometry;exports.CircleBufferGeometry=CircleBufferGeometry;exports.CircleGeometry=CircleGeometry;exports.BoxBufferGeometry=BoxBufferGeometry;exports.BoxGeometry=BoxGeometry;exports.ShadowMaterial=ShadowMaterial;exports.SpriteMaterial=SpriteMaterial;exports.RawShaderMaterial=RawShaderMaterial;exports.ShaderMaterial=ShaderMaterial;exports.PointsMaterial=PointsMaterial;exports.MultiMaterial=MultiMaterial;exports.MeshPhysicalMaterial=MeshPhysicalMaterial;exports.MeshStandardMaterial=MeshStandardMaterial;exports.MeshPhongMaterial=MeshPhongMaterial;exports.MeshNormalMaterial=MeshNormalMaterial;exports.MeshLambertMaterial=MeshLambertMaterial;exports.MeshDepthMaterial=MeshDepthMaterial;exports.MeshBasicMaterial=MeshBasicMaterial;exports.LineDashedMaterial=LineDashedMaterial;exports.LineBasicMaterial=LineBasicMaterial;exports.Material=Material;exports.REVISION=REVISION;exports.MOUSE=MOUSE;exports.CullFaceNone=CullFaceNone;exports.CullFaceBack=CullFaceBack;exports.CullFaceFront=CullFaceFront;exports.CullFaceFrontBack=CullFaceFrontBack;exports.FrontFaceDirectionCW=FrontFaceDirectionCW;exports.FrontFaceDirectionCCW=FrontFaceDirectionCCW;exports.BasicShadowMap=BasicShadowMap;exports.PCFShadowMap=PCFShadowMap;exports.PCFSoftShadowMap=PCFSoftShadowMap;exports.FrontSide=FrontSide;exports.BackSide=BackSide;exports.DoubleSide=DoubleSide;exports.FlatShading=FlatShading;exports.SmoothShading=SmoothShading;exports.NoColors=NoColors;exports.FaceColors=FaceColors;exports.VertexColors=VertexColors;exports.NoBlending=NoBlending;exports.NormalBlending=NormalBlending;exports.AdditiveBlending=AdditiveBlending;exports.SubtractiveBlending=SubtractiveBlending;exports.MultiplyBlending=MultiplyBlending;exports.CustomBlending=CustomBlending;exports.BlendingMode=BlendingMode;exports.AddEquation=AddEquation;exports.SubtractEquation=SubtractEquation;exports.ReverseSubtractEquation=ReverseSubtractEquation;exports.MinEquation=MinEquation;exports.MaxEquation=MaxEquation;exports.ZeroFactor=ZeroFactor;exports.OneFactor=OneFactor;exports.SrcColorFactor=SrcColorFactor;exports.OneMinusSrcColorFactor=OneMinusSrcColorFactor;exports.SrcAlphaFactor=SrcAlphaFactor;exports.OneMinusSrcAlphaFactor=OneMinusSrcAlphaFactor;exports.DstAlphaFactor=DstAlphaFactor;exports.OneMinusDstAlphaFactor=OneMinusDstAlphaFactor;exports.DstColorFactor=DstColorFactor;exports.OneMinusDstColorFactor=OneMinusDstColorFactor;exports.SrcAlphaSaturateFactor=SrcAlphaSaturateFactor;exports.NeverDepth=NeverDepth;exports.AlwaysDepth=AlwaysDepth;exports.LessDepth=LessDepth;exports.LessEqualDepth=LessEqualDepth;exports.EqualDepth=EqualDepth;exports.GreaterEqualDepth=GreaterEqualDepth;exports.GreaterDepth=GreaterDepth;exports.NotEqualDepth=NotEqualDepth;exports.MultiplyOperation=MultiplyOperation;exports.MixOperation=MixOperation;exports.AddOperation=AddOperation;exports.NoToneMapping=NoToneMapping;exports.LinearToneMapping=LinearToneMapping;exports.ReinhardToneMapping=ReinhardToneMapping;exports.Uncharted2ToneMapping=Uncharted2ToneMapping;exports.CineonToneMapping=CineonToneMapping;exports.UVMapping=UVMapping;exports.CubeReflectionMapping=CubeReflectionMapping;exports.CubeRefractionMapping=CubeRefractionMapping;exports.EquirectangularReflectionMapping=EquirectangularReflectionMapping;exports.EquirectangularRefractionMapping=EquirectangularRefractionMapping;exports.SphericalReflectionMapping=SphericalReflectionMapping;exports.CubeUVReflectionMapping=CubeUVReflectionMapping;exports.CubeUVRefractionMapping=CubeUVRefractionMapping;exports.TextureMapping=TextureMapping;exports.RepeatWrapping=RepeatWrapping;exports.ClampToEdgeWrapping=ClampToEdgeWrapping;exports.MirroredRepeatWrapping=MirroredRepeatWrapping;exports.TextureWrapping=TextureWrapping;exports.NearestFilter=NearestFilter;exports.NearestMipMapNearestFilter=NearestMipMapNearestFilter;exports.NearestMipMapLinearFilter=NearestMipMapLinearFilter;exports.LinearFilter=LinearFilter;exports.LinearMipMapNearestFilter=LinearMipMapNearestFilter;exports.LinearMipMapLinearFilter=LinearMipMapLinearFilter;exports.TextureFilter=TextureFilter;exports.UnsignedByteType=UnsignedByteType;exports.ByteType=ByteType;exports.ShortType=ShortType;exports.UnsignedShortType=UnsignedShortType;exports.IntType=IntType;exports.UnsignedIntType=UnsignedIntType;exports.FloatType=FloatType;exports.HalfFloatType=HalfFloatType;exports.UnsignedShort4444Type=UnsignedShort4444Type;exports.UnsignedShort5551Type=UnsignedShort5551Type;exports.UnsignedShort565Type=UnsignedShort565Type;exports.UnsignedInt248Type=UnsignedInt248Type;exports.AlphaFormat=AlphaFormat;exports.RGBFormat=RGBFormat;exports.RGBAFormat=RGBAFormat;exports.LuminanceFormat=LuminanceFormat;exports.LuminanceAlphaFormat=LuminanceAlphaFormat;exports.RGBEFormat=RGBEFormat;exports.DepthFormat=DepthFormat;exports.DepthStencilFormat=DepthStencilFormat;exports.RGB_S3TC_DXT1_Format=RGB_S3TC_DXT1_Format;exports.RGBA_S3TC_DXT1_Format=RGBA_S3TC_DXT1_Format;exports.RGBA_S3TC_DXT3_Format=RGBA_S3TC_DXT3_Format;exports.RGBA_S3TC_DXT5_Format=RGBA_S3TC_DXT5_Format;exports.RGB_PVRTC_4BPPV1_Format=RGB_PVRTC_4BPPV1_Format;exports.RGB_PVRTC_2BPPV1_Format=RGB_PVRTC_2BPPV1_Format;exports.RGBA_PVRTC_4BPPV1_Format=RGBA_PVRTC_4BPPV1_Format;exports.RGBA_PVRTC_2BPPV1_Format=RGBA_PVRTC_2BPPV1_Format;exports.RGB_ETC1_Format=RGB_ETC1_Format;exports.LoopOnce=LoopOnce;exports.LoopRepeat=LoopRepeat;exports.LoopPingPong=LoopPingPong;exports.InterpolateDiscrete=InterpolateDiscrete;exports.InterpolateLinear=InterpolateLinear;exports.InterpolateSmooth=InterpolateSmooth;exports.ZeroCurvatureEnding=ZeroCurvatureEnding;exports.ZeroSlopeEnding=ZeroSlopeEnding;exports.WrapAroundEnding=WrapAroundEnding;exports.TrianglesDrawMode=TrianglesDrawMode;exports.TriangleStripDrawMode=TriangleStripDrawMode;exports.TriangleFanDrawMode=TriangleFanDrawMode;exports.LinearEncoding=LinearEncoding;exports.sRGBEncoding=sRGBEncoding;exports.GammaEncoding=GammaEncoding;exports.RGBEEncoding=RGBEEncoding;exports.LogLuvEncoding=LogLuvEncoding;exports.RGBM7Encoding=RGBM7Encoding;exports.RGBM16Encoding=RGBM16Encoding;exports.RGBDEncoding=RGBDEncoding;exports.BasicDepthPacking=BasicDepthPacking;exports.RGBADepthPacking=RGBADepthPacking;exports.CubeGeometry=BoxGeometry;exports.Face4=Face4;exports.LineStrip=LineStrip;exports.LinePieces=LinePieces;exports.MeshFaceMaterial=MultiMaterial;exports.PointCloud=PointCloud;exports.Particle=Sprite;exports.ParticleSystem=ParticleSystem;exports.PointCloudMaterial=PointCloudMaterial;exports.ParticleBasicMaterial=ParticleBasicMaterial;exports.ParticleSystemMaterial=ParticleSystemMaterial;exports.Vertex=Vertex;exports.EdgesHelper=EdgesHelper;exports.WireframeHelper=WireframeHelper;exports.GeometryUtils=GeometryUtils;exports.ImageUtils=ImageUtils;exports.Projector=Projector;exports.CanvasRenderer=CanvasRenderer;Object.defineProperty(exports,'__esModule',{value:true});});\n\n/*****************\n ** WEBPACK FOOTER\n ** ./~/three/build/three.js\n ** module id = 6\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./~/three/build/three.js?");
/***/ },
/* 7 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Main webGL renderer class\nvar Renderer = function () {\n function Renderer(scene, container) {\n var _this = this;\n\n _classCallCheck(this, Renderer);\n\n // Properties\n this.scene = scene;\n this.container = container;\n\n // Create WebGL renderer and set its antialias\n this.threeRenderer = new THREE.WebGLRenderer({ antialias: true });\n\n // Set clear color to fog to enable fog or to hex color for no fog\n this.threeRenderer.setClearColor(scene.fog.color);\n this.threeRenderer.setPixelRatio(window.devicePixelRatio); // For retina\n\n // Appends canvas\n container.appendChild(this.threeRenderer.domElement);\n\n // Shadow map options\n this.threeRenderer.shadowMap.enabled = true;\n this.threeRenderer.shadowMap.type = THREE.PCFSoftShadowMap;\n\n // Get anisotropy for textures\n _config2.default.maxAnisotropy = this.threeRenderer.getMaxAnisotropy();\n\n // Initial size update set to canvas container\n this.updateSize();\n\n // Listeners\n document.addEventListener('DOMContentLoaded', function () {\n return _this.updateSize();\n }, false);\n window.addEventListener('resize', function () {\n return _this.updateSize();\n }, false);\n }\n\n _createClass(Renderer, [{\n key: 'updateSize',\n value: function updateSize() {\n this.threeRenderer.setSize(this.container.offsetWidth, this.container.offsetHeight);\n }\n }, {\n key: 'render',\n value: function render(scene, camera) {\n // Renders scene to canvas target\n this.threeRenderer.render(scene, camera);\n }\n }]);\n\n return Renderer;\n}();\n\nexports.default = Renderer;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/components/renderer.js\n ** module id = 7\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/components/renderer.js?");
/***/ },
/* 8 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Class that creates and updates the main camera\nvar Camera = function () {\n function Camera(renderer) {\n var _this = this;\n\n _classCallCheck(this, Camera);\n\n var width = renderer.domElement.width;\n var height = renderer.domElement.height;\n\n // Create and position a Perspective Camera\n this.threeCamera = new THREE.PerspectiveCamera(_config2.default.camera.fov, width / height, _config2.default.camera.near, _config2.default.camera.far);\n this.threeCamera.position.set(_config2.default.camera.posX, _config2.default.camera.posY, _config2.default.camera.posZ);\n\n // Initial sizing\n this.updateSize(renderer);\n\n // Listeners\n window.addEventListener('resize', function () {\n return _this.updateSize(renderer);\n }, false);\n }\n\n _createClass(Camera, [{\n key: 'updateSize',\n value: function updateSize(renderer) {\n // Multiply by dpr in case it is retina device\n this.threeCamera.aspect = renderer.domElement.width * _config2.default.dpr / renderer.domElement.height * _config2.default.dpr;\n\n // Always call updateProjectionMatrix on camera change\n this.threeCamera.updateProjectionMatrix();\n }\n }]);\n\n return Camera;\n}();\n\nexports.default = Camera;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/components/camera.js\n ** module id = 8\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/components/camera.js?");
/***/ },
/* 9 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Sets up and places all lights in scene\nvar Light = function () {\n function Light(scene) {\n _classCallCheck(this, Light);\n\n this.scene = scene;\n\n this.init();\n }\n\n _createClass(Light, [{\n key: 'init',\n value: function init() {\n // Ambient\n this.ambientLight = new THREE.AmbientLight(_config2.default.ambientLight.color);\n this.ambientLight.visible = _config2.default.ambientLight.enabled;\n\n // Point light\n this.pointLight = new THREE.PointLight(_config2.default.pointLight.color, _config2.default.pointLight.intensity, _config2.default.pointLight.distance);\n this.pointLight.position.set(_config2.default.pointLight.x, _config2.default.pointLight.y, _config2.default.pointLight.z);\n this.pointLight.visible = _config2.default.pointLight.enabled;\n\n // Directional light\n this.directionalLight = new THREE.DirectionalLight(_config2.default.directionalLight.color, _config2.default.directionalLight.intensity);\n this.directionalLight.position.set(_config2.default.directionalLight.x, _config2.default.directionalLight.y, _config2.default.directionalLight.z);\n this.directionalLight.visible = _config2.default.directionalLight.enabled;\n\n // Shadow map\n this.directionalLight.castShadow = _config2.default.shadow.enabled;\n this.directionalLight.shadow.bias = _config2.default.shadow.bias;\n this.directionalLight.shadow.camera.near = _config2.default.shadow.near;\n this.directionalLight.shadow.camera.far = _config2.default.shadow.far;\n this.directionalLight.shadow.camera.left = _config2.default.shadow.left;\n this.directionalLight.shadow.camera.right = _config2.default.shadow.right;\n this.directionalLight.shadow.camera.top = _config2.default.shadow.top;\n this.directionalLight.shadow.camera.bottom = _config2.default.shadow.bottom;\n this.directionalLight.shadow.mapSize.width = _config2.default.shadow.mapWidth;\n this.directionalLight.shadow.mapSize.height = _config2.default.shadow.mapHeight;\n\n // Shadow camera helper\n this.directionalLightHelper = new THREE.CameraHelper(this.directionalLight.shadow.camera);\n this.directionalLightHelper.visible = _config2.default.shadow.helperEnabled;\n\n // Hemisphere light\n this.hemiLight = new THREE.HemisphereLight(_config2.default.hemiLight.color, _config2.default.hemiLight.groundColor, _config2.default.hemiLight.intensity);\n this.hemiLight.position.set(_config2.default.hemiLight.x, _config2.default.hemiLight.y, _config2.default.hemiLight.z);\n this.hemiLight.visible = _config2.default.hemiLight.enabled;\n }\n }, {\n key: 'place',\n value: function place(lightName) {\n switch (lightName) {\n case 'ambient':\n this.scene.add(this.ambientLight);\n break;\n\n case 'directional':\n this.scene.add(this.directionalLight);\n this.scene.add(this.directionalLightHelper);\n break;\n\n case 'point':\n this.scene.add(this.pointLight);\n break;\n\n case 'hemi':\n this.scene.add(this.hemiLight);\n break;\n }\n }\n }]);\n\n return Light;\n}();\n\nexports.default = Light;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/components/light.js\n ** module id = 9\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/components/light.js?");
/***/ },
/* 10 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _orbitControls = __webpack_require__(11);\n\nvar _orbitControls2 = _interopRequireDefault(_orbitControls);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Controls based on orbit controls\nvar Controls = function () {\n function Controls(camera, container) {\n _classCallCheck(this, Controls);\n\n // Orbit controls first needs to pass in THREE to constructor\n var orbitControls = new _orbitControls2.default(THREE);\n this.threeControls = new orbitControls(camera, container);\n\n this.init();\n }\n\n _createClass(Controls, [{\n key: 'init',\n value: function init() {\n this.threeControls.target.set(_config2.default.controls.target.x, _config2.default.controls.target.y, _config2.default.controls.target.z);\n this.threeControls.autoRotate = _config2.default.controls.autoRotate;\n this.threeControls.autoRotateSpeed = _config2.default.controls.autoRotateSpeed;\n this.threeControls.rotateSpeed = _config2.default.controls.rotateSpeed;\n this.threeControls.zoomSpeed = _config2.default.controls.zoomSpeed;\n this.threeControls.minDistance = _config2.default.controls.minDistance;\n this.threeControls.maxDistance = _config2.default.controls.maxDistance;\n this.threeControls.minPolarAngle = _config2.default.controls.minPolarAngle;\n this.threeControls.maxPolarAngle = _config2.default.controls.maxPolarAngle;\n this.threeControls.enableDamping = _config2.default.controls.enableDamping;\n this.threeControls.enableZoom = _config2.default.controls.enableZoom;\n this.threeControls.dampingFactor = _config2.default.controls.dampingFactor;\n }\n }]);\n\n return Controls;\n}();\n\nexports.default = Controls;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/components/controls.js\n ** module id = 10\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/components/controls.js?");
/***/ },
/* 11 */
/***/ function(module, exports) {
eval("'use strict';\n\nmodule.exports = function (THREE) {\n var MOUSE = THREE.MOUSE;\n if (!MOUSE) MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };\n\n /**\n * @author qiao / https://github.com/qiao\n * @author mrdoob / http://mrdoob.com\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author erich666 / http://erichaines.com\n */\n /*global THREE, console */\n\n function OrbitConstraint(object) {\n\n this.object = object;\n\n // \"target\" sets the location of focus, where the object orbits around\n // and where it pans with respect to.\n this.target = new THREE.Vector3();\n\n // Limits to how far you can dolly in and out ( PerspectiveCamera only )\n this.minDistance = 0;\n this.maxDistance = Infinity;\n\n // Limits to how far you can zoom in and out ( OrthographicCamera only )\n this.minZoom = 0;\n this.maxZoom = Infinity;\n\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n this.minPolarAngle = 0; // radians\n this.maxPolarAngle = Math.PI; // radians\n\n // How far you can orbit horizontally, upper and lower limits.\n // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].\n this.minAzimuthAngle = -Infinity; // radians\n this.maxAzimuthAngle = Infinity; // radians\n\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n this.enableDamping = false;\n this.dampingFactor = 0.25;\n\n ////////////\n // internals\n\n var scope = this;\n\n var EPS = 0.000001;\n\n // Current position in spherical coordinate system.\n var theta;\n var phi;\n\n // Pending changes\n var phiDelta = 0;\n var thetaDelta = 0;\n var scale = 1;\n var panOffset = new THREE.Vector3();\n var zoomChanged = false;\n\n // API\n\n this.getPolarAngle = function () {\n\n return phi;\n };\n\n this.getAzimuthalAngle = function () {\n\n return theta;\n };\n\n this.rotateLeft = function (angle) {\n\n thetaDelta -= angle;\n };\n\n this.rotateUp = function (angle) {\n\n phiDelta -= angle;\n };\n\n // pass in distance in world space to move left\n this.panLeft = function () {\n\n var v = new THREE.Vector3();\n\n return function panLeft(distance) {\n\n var te = this.object.matrix.elements;\n\n // get X column of matrix\n v.set(te[0], te[1], te[2]);\n v.multiplyScalar(-distance);\n\n panOffset.add(v);\n };\n }();\n\n // pass in distance in world space to move up\n this.panUp = function () {\n\n var v = new THREE.Vector3();\n\n return function panUp(distance) {\n\n var te = this.object.matrix.elements;\n\n // get Y column of matrix\n v.set(te[4], te[5], te[6]);\n v.multiplyScalar(distance);\n\n panOffset.add(v);\n };\n }();\n\n // pass in x,y of change desired in pixel space,\n // right and down are positive\n this.pan = function (deltaX, deltaY, screenWidth, screenHeight) {\n\n if (scope.object instanceof THREE.PerspectiveCamera) {\n\n // perspective\n var position = scope.object.position;\n var offset = position.clone().sub(scope.target);\n var targetDistance = offset.length();\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(scope.object.fov / 2 * Math.PI / 180.0);\n\n // we actually don't use screenWidth, since perspective camera is fixed to screen height\n scope.panLeft(2 * deltaX * targetDistance / screenHeight);\n scope.panUp(2 * deltaY * targetDistance / screenHeight);\n } else if (scope.object instanceof THREE.OrthographicCamera) {\n\n // orthographic\n scope.panLeft(deltaX * (scope.object.right - scope.object.left) / screenWidth);\n scope.panUp(deltaY * (scope.object.top - scope.object.bottom) / screenHeight);\n } else {\n\n // camera neither orthographic or perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.');\n }\n };\n\n this.dollyIn = function (dollyScale) {\n\n if (scope.object instanceof THREE.PerspectiveCamera) {\n\n scale /= dollyScale;\n } else if (scope.object instanceof THREE.OrthographicCamera) {\n\n scope.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom * dollyScale));\n scope.object.updateProjectionMatrix();\n zoomChanged = true;\n } else {\n\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.');\n }\n };\n\n this.dollyOut = function (dollyScale) {\n\n if (scope.object instanceof THREE.PerspectiveCamera) {\n\n scale *= dollyScale;\n } else if (scope.object instanceof THREE.OrthographicCamera) {\n\n scope.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom / dollyScale));\n scope.object.updateProjectionMatrix();\n zoomChanged = true;\n } else {\n\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.');\n }\n };\n\n this.update = function () {\n\n var offset = new THREE.Vector3();\n\n // so camera.up is the orbit axis\n var quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0));\n var quatInverse = quat.clone().inverse();\n\n var lastPosition = new THREE.Vector3();\n var lastQuaternion = new THREE.Quaternion();\n\n return function () {\n\n var position = this.object.position;\n\n offset.copy(position).sub(this.target);\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat);\n\n // angle from z-axis around y-axis\n\n theta = Math.atan2(offset.x, offset.z);\n\n // angle from y-axis\n\n phi = Math.atan2(Math.sqrt(offset.x * offset.x + offset.z * offset.z), offset.y);\n\n theta += thetaDelta;\n phi += phiDelta;\n\n // restrict theta to be between desired limits\n theta = Math.max(this.minAzimuthAngle, Math.min(this.maxAzimuthAngle, theta));\n\n // restrict phi to be between desired limits\n phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, phi));\n\n // restrict phi to be betwee EPS and PI-EPS\n phi = Math.max(EPS, Math.min(Math.PI - EPS, phi));\n\n var radius = offset.length() * scale;\n\n // restrict radius to be between desired limits\n radius = Math.max(this.minDistance, Math.min(this.maxDistance, radius));\n\n // move target to panned location\n this.target.add(panOffset);\n\n offset.x = radius * Math.sin(phi) * Math.sin(theta);\n offset.y = radius * Math.cos(phi);\n offset.z = radius * Math.sin(phi) * Math.cos(theta);\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse);\n\n position.copy(this.target).add(offset);\n\n this.object.lookAt(this.target);\n\n if (this.enableDamping === true) {\n\n thetaDelta *= 1 - this.dampingFactor;\n phiDelta *= 1 - this.dampingFactor;\n } else {\n\n thetaDelta = 0;\n phiDelta = 0;\n }\n\n scale = 1;\n panOffset.set(0, 0, 0);\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (zoomChanged || lastPosition.distanceToSquared(this.object.position) > EPS || 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS) {\n\n lastPosition.copy(this.object.position);\n lastQuaternion.copy(this.object.quaternion);\n zoomChanged = false;\n\n return true;\n }\n\n return false;\n };\n }();\n };\n\n // This set of controls performs orbiting, dollying (zooming), and panning. It maintains\n // the \"up\" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is\n // supported.\n //\n // Orbit - left mouse / touch: one finger move\n // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish\n // Pan - right mouse, or arrow keys / touch: three finter swipe\n\n function OrbitControls(object, domElement) {\n\n var constraint = new OrbitConstraint(object);\n\n this.domElement = domElement !== undefined ? domElement : document;\n\n // API\n\n Object.defineProperty(this, 'constraint', {\n\n get: function get() {\n\n return constraint;\n }\n\n });\n\n this.getPolarAngle = function () {\n\n return constraint.getPolarAngle();\n };\n\n this.getAzimuthalAngle = function () {\n\n return constraint.getAzimuthalAngle();\n };\n\n // Set to false to disable this control\n this.enabled = true;\n\n // center is old, deprecated; use \"target\" instead\n this.center = this.target;\n\n // This option actually enables dollying in and out; left as \"zoom\" for\n // backwards compatibility.\n // Set to false to disable zooming\n this.enableZoom = true;\n this.zoomSpeed = 1.0;\n\n // Set to false to disable rotating\n this.enableRotate = true;\n this.rotateSpeed = 1.0;\n\n // Set to false to disable panning\n this.enablePan = true;\n this.keyPanSpeed = 7.0; // pixels moved per arrow key push\n\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n this.autoRotate = false;\n this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60\n\n // Set to false to disable use of the keys\n this.enableKeys = true;\n\n // The four arrow keys\n this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };\n\n // Mouse buttons\n this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };\n\n ////////////\n // internals\n\n var scope = this;\n\n var rotateStart = new THREE.Vector2();\n var rotateEnd = new THREE.Vector2();\n var rotateDelta = new THREE.Vector2();\n\n var panStart = new THREE.Vector2();\n var panEnd = new THREE.Vector2();\n var panDelta = new THREE.Vector2();\n\n var dollyStart = new THREE.Vector2();\n var dollyEnd = new THREE.Vector2();\n var dollyDelta = new THREE.Vector2();\n\n var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };\n\n var state = STATE.NONE;\n\n // for reset\n\n this.target0 = this.target.clone();\n this.position0 = this.object.position.clone();\n this.zoom0 = this.object.zoom;\n\n // events\n\n var changeEvent = { type: 'change' };\n var startEvent = { type: 'start' };\n var endEvent = { type: 'end' };\n\n // pass in x,y of change desired in pixel space,\n // right and down are positive\n function pan(deltaX, deltaY) {\n\n var element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n constraint.pan(deltaX, deltaY, element.clientWidth, element.clientHeight);\n }\n\n this.update = function () {\n\n if (this.autoRotate && state === STATE.NONE) {\n\n constraint.rotateLeft(getAutoRotationAngle());\n }\n\n if (constraint.update() === true) {\n\n this.dispatchEvent(changeEvent);\n }\n };\n\n this.reset = function () {\n\n state = STATE.NONE;\n\n this.target.copy(this.target0);\n this.object.position.copy(this.position0);\n this.object.zoom = this.zoom0;\n\n this.object.updateProjectionMatrix();\n this.dispatchEvent(changeEvent);\n\n this.update();\n };\n\n function getAutoRotationAngle() {\n\n return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n }\n\n function getZoomScale() {\n\n return Math.pow(0.95, scope.zoomSpeed);\n }\n\n function onMouseDown(event) {\n\n if (scope.enabled === false) return;\n\n event.preventDefault();\n\n if (event.button === scope.mouseButtons.ORBIT) {\n\n if (scope.enableRotate === false) return;\n\n state = STATE.ROTATE;\n\n rotateStart.set(event.clientX, event.clientY);\n } else if (event.button === scope.mouseButtons.ZOOM) {\n\n if (scope.enableZoom === false) return;\n\n state = STATE.DOLLY;\n\n dollyStart.set(event.clientX, event.clientY);\n } else if (event.button === scope.mouseButtons.PAN) {\n\n if (scope.enablePan === false) return;\n\n state = STATE.PAN;\n\n panStart.set(event.clientX, event.clientY);\n }\n\n if (state !== STATE.NONE) {\n\n document.addEventListener('mousemove', onMouseMove, false);\n document.addEventListener('mouseup', onMouseUp, false);\n scope.dispatchEvent(startEvent);\n }\n }\n\n function onMouseMove(event) {\n\n if (scope.enabled === false) return;\n\n event.preventDefault();\n\n var element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n if (state === STATE.ROTATE) {\n\n if (scope.enableRotate === false) return;\n\n rotateEnd.set(event.clientX, event.clientY);\n rotateDelta.subVectors(rotateEnd, rotateStart);\n\n // rotating across whole screen goes 360 degrees around\n constraint.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n\n // rotating up and down along whole screen attempts to go 360, but limited to 180\n constraint.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\n rotateStart.copy(rotateEnd);\n } else if (state === STATE.DOLLY) {\n\n if (scope.enableZoom === false) return;\n\n dollyEnd.set(event.clientX, event.clientY);\n dollyDelta.subVectors(dollyEnd, dollyStart);\n\n if (dollyDelta.y > 0) {\n\n constraint.dollyIn(getZoomScale());\n } else if (dollyDelta.y < 0) {\n\n constraint.dollyOut(getZoomScale());\n }\n\n dollyStart.copy(dollyEnd);\n } else if (state === STATE.PAN) {\n\n if (scope.enablePan === false) return;\n\n panEnd.set(event.clientX, event.clientY);\n panDelta.subVectors(panEnd, panStart);\n\n pan(panDelta.x, panDelta.y);\n\n panStart.copy(panEnd);\n }\n\n if (state !== STATE.NONE) scope.update();\n }\n\n function onMouseUp() /* event */{\n\n if (scope.enabled === false) return;\n\n document.removeEventListener('mousemove', onMouseMove, false);\n document.removeEventListener('mouseup', onMouseUp, false);\n scope.dispatchEvent(endEvent);\n state = STATE.NONE;\n }\n\n function onMouseWheel(event) {\n\n if (scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE) return;\n\n event.preventDefault();\n event.stopPropagation();\n\n var delta = 0;\n\n if (event.wheelDelta !== undefined) {\n\n // WebKit / Opera / Explorer 9\n\n delta = event.wheelDelta;\n } else if (event.detail !== undefined) {\n\n // Firefox\n\n delta = -event.detail;\n }\n\n if (delta > 0) {\n\n constraint.dollyOut(getZoomScale());\n } else if (delta < 0) {\n\n constraint.dollyIn(getZoomScale());\n }\n\n scope.update();\n scope.dispatchEvent(startEvent);\n scope.dispatchEvent(endEvent);\n }\n\n function onKeyDown(event) {\n\n if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return;\n\n switch (event.keyCode) {\n\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed);\n scope.update();\n break;\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed);\n scope.update();\n break;\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0);\n scope.update();\n break;\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0);\n scope.update();\n break;\n\n }\n }\n\n function touchstart(event) {\n\n if (scope.enabled === false) return;\n\n switch (event.touches.length) {\n\n case 1:\n // one-fingered touch: rotate\n\n if (scope.enableRotate === false) return;\n\n state = STATE.TOUCH_ROTATE;\n\n rotateStart.set(event.touches[0].pageX, event.touches[0].pageY);\n break;\n\n case 2:\n // two-fingered touch: dolly\n\n if (scope.enableZoom === false) return;\n\n state = STATE.TOUCH_DOLLY;\n\n var dx = event.touches[0].pageX - event.touches[1].pageX;\n var dy = event.touches[0].pageY - event.touches[1].pageY;\n var distance = Math.sqrt(dx * dx + dy * dy);\n dollyStart.set(0, distance);\n break;\n\n case 3:\n // three-fingered touch: pan\n\n if (scope.enablePan === false) return;\n\n state = STATE.TOUCH_PAN;\n\n panStart.set(event.touches[0].pageX, event.touches[0].pageY);\n break;\n\n default:\n\n state = STATE.NONE;\n\n }\n\n if (state !== STATE.NONE) scope.dispatchEvent(startEvent);\n }\n\n function touchmove(event) {\n\n if (scope.enabled === false) return;\n\n event.preventDefault();\n event.stopPropagation();\n\n var element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\n switch (event.touches.length) {\n\n case 1:\n // one-fingered touch: rotate\n\n if (scope.enableRotate === false) return;\n if (state !== STATE.TOUCH_ROTATE) return;\n\n rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n rotateDelta.subVectors(rotateEnd, rotateStart);\n\n // rotating across whole screen goes 360 degrees around\n constraint.rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n // rotating up and down along whole screen attempts to go 360, but limited to 180\n constraint.rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\n rotateStart.copy(rotateEnd);\n\n scope.update();\n break;\n\n case 2:\n // two-fingered touch: dolly\n\n if (scope.enableZoom === false) return;\n if (state !== STATE.TOUCH_DOLLY) return;\n\n var dx = event.touches[0].pageX - event.touches[1].pageX;\n var dy = event.touches[0].pageY - event.touches[1].pageY;\n var distance = Math.sqrt(dx * dx + dy * dy);\n\n dollyEnd.set(0, distance);\n dollyDelta.subVectors(dollyEnd, dollyStart);\n\n if (dollyDelta.y > 0) {\n\n constraint.dollyOut(getZoomScale());\n } else if (dollyDelta.y < 0) {\n\n constraint.dollyIn(getZoomScale());\n }\n\n dollyStart.copy(dollyEnd);\n\n scope.update();\n break;\n\n case 3:\n // three-fingered touch: pan\n\n if (scope.enablePan === false) return;\n if (state !== STATE.TOUCH_PAN) return;\n\n panEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n panDelta.subVectors(panEnd, panStart);\n\n pan(panDelta.x, panDelta.y);\n\n panStart.copy(panEnd);\n\n scope.update();\n break;\n\n default:\n\n state = STATE.NONE;\n\n }\n }\n\n function touchend() /* event */{\n\n if (scope.enabled === false) return;\n\n scope.dispatchEvent(endEvent);\n state = STATE.NONE;\n }\n\n function contextmenu(event) {\n\n event.preventDefault();\n }\n\n this.dispose = function () {\n\n this.domElement.removeEventListener('contextmenu', contextmenu, false);\n this.domElement.removeEventListener('mousedown', onMouseDown, false);\n this.domElement.removeEventListener('mousewheel', onMouseWheel, false);\n this.domElement.removeEventListener('MozMousePixelScroll', onMouseWheel, false); // firefox\n\n this.domElement.removeEventListener('touchstart', touchstart, false);\n this.domElement.removeEventListener('touchend', touchend, false);\n this.domElement.removeEventListener('touchmove', touchmove, false);\n\n document.removeEventListener('mousemove', onMouseMove, false);\n document.removeEventListener('mouseup', onMouseUp, false);\n\n window.removeEventListener('keydown', onKeyDown, false);\n };\n\n this.domElement.addEventListener('contextmenu', contextmenu, false);\n\n this.domElement.addEventListener('mousedown', onMouseDown, false);\n this.domElement.addEventListener('mousewheel', onMouseWheel, false);\n this.domElement.addEventListener('MozMousePixelScroll', onMouseWheel, false); // firefox\n\n this.domElement.addEventListener('touchstart', touchstart, false);\n this.domElement.addEventListener('touchend', touchend, false);\n this.domElement.addEventListener('touchmove', touchmove, false);\n\n window.addEventListener('keydown', onKeyDown, false);\n\n // force an update at start\n this.update();\n };\n\n OrbitControls.prototype = Object.create(THREE.EventDispatcher.prototype);\n OrbitControls.prototype.constructor = OrbitControls;\n\n Object.defineProperties(OrbitControls.prototype, {\n\n object: {\n\n get: function get() {\n\n return this.constraint.object;\n }\n\n },\n\n target: {\n\n get: function get() {\n\n return this.constraint.target;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: target is now immutable. Use target.set() instead.');\n this.constraint.target.copy(value);\n }\n\n },\n\n minDistance: {\n\n get: function get() {\n\n return this.constraint.minDistance;\n },\n\n set: function set(value) {\n\n this.constraint.minDistance = value;\n }\n\n },\n\n maxDistance: {\n\n get: function get() {\n\n return this.constraint.maxDistance;\n },\n\n set: function set(value) {\n\n this.constraint.maxDistance = value;\n }\n\n },\n\n minZoom: {\n\n get: function get() {\n\n return this.constraint.minZoom;\n },\n\n set: function set(value) {\n\n this.constraint.minZoom = value;\n }\n\n },\n\n maxZoom: {\n\n get: function get() {\n\n return this.constraint.maxZoom;\n },\n\n set: function set(value) {\n\n this.constraint.maxZoom = value;\n }\n\n },\n\n minPolarAngle: {\n\n get: function get() {\n\n return this.constraint.minPolarAngle;\n },\n\n set: function set(value) {\n\n this.constraint.minPolarAngle = value;\n }\n\n },\n\n maxPolarAngle: {\n\n get: function get() {\n\n return this.constraint.maxPolarAngle;\n },\n\n set: function set(value) {\n\n this.constraint.maxPolarAngle = value;\n }\n\n },\n\n minAzimuthAngle: {\n\n get: function get() {\n\n return this.constraint.minAzimuthAngle;\n },\n\n set: function set(value) {\n\n this.constraint.minAzimuthAngle = value;\n }\n\n },\n\n maxAzimuthAngle: {\n\n get: function get() {\n\n return this.constraint.maxAzimuthAngle;\n },\n\n set: function set(value) {\n\n this.constraint.maxAzimuthAngle = value;\n }\n\n },\n\n enableDamping: {\n\n get: function get() {\n\n return this.constraint.enableDamping;\n },\n\n set: function set(value) {\n\n this.constraint.enableDamping = value;\n }\n\n },\n\n dampingFactor: {\n\n get: function get() {\n\n return this.constraint.dampingFactor;\n },\n\n set: function set(value) {\n\n this.constraint.dampingFactor = value;\n }\n\n },\n\n // backward compatibility\n\n noZoom: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');\n return !this.enableZoom;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.');\n this.enableZoom = !value;\n }\n\n },\n\n noRotate: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');\n return !this.enableRotate;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.');\n this.enableRotate = !value;\n }\n\n },\n\n noPan: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.');\n return !this.enablePan;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.');\n this.enablePan = !value;\n }\n\n },\n\n noKeys: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');\n return !this.enableKeys;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.');\n this.enableKeys = !value;\n }\n\n },\n\n staticMoving: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');\n return !this.constraint.enableDamping;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.');\n this.constraint.enableDamping = !value;\n }\n\n },\n\n dynamicDampingFactor: {\n\n get: function get() {\n\n console.warn('THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');\n return this.constraint.dampingFactor;\n },\n\n set: function set(value) {\n\n console.warn('THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.');\n this.constraint.dampingFactor = value;\n }\n\n }\n\n });\n\n return OrbitControls;\n};\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/utils/orbitControls.js\n ** module id = 11\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/utils/orbitControls.js?");
/***/ },
/* 12 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _material = __webpack_require__(13);\n\nvar _material2 = _interopRequireDefault(_material);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// This helper class can be used to create and then place geometry in the scene\nvar Geometry = function () {\n function Geometry(scene) {\n _classCallCheck(this, Geometry);\n\n this.scene = scene;\n this.geo = null;\n }\n\n _createClass(Geometry, [{\n key: 'make',\n value: function make(type) {\n var _this = this;\n\n if (type == 'plane') {\n return function (width, height) {\n var widthSegments = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var heightSegments = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _this.geo = new THREE.PlaneGeometry(width, height, widthSegments, heightSegments);\n };\n }\n\n if (type == 'sphere') {\n return function (radius) {\n var widthSegments = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 32;\n var heightSegments = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 32;\n\n _this.geo = new THREE.SphereGeometry(radius, widthSegments, heightSegments);\n };\n }\n }\n }, {\n key: 'place',\n value: function place(position, rotation) {\n var _mesh$position, _mesh$rotation;\n\n var material = new _material2.default(0xeeeeee).standard;\n var mesh = new THREE.Mesh(this.geo, material);\n\n // Use ES6 spread to set position and rotation from passed in array\n (_mesh$position = mesh.position).set.apply(_mesh$position, _toConsumableArray(position));\n (_mesh$rotation = mesh.rotation).set.apply(_mesh$rotation, _toConsumableArray(rotation));\n\n if (_config2.default.shadow.enabled) {\n mesh.receiveShadow = true;\n }\n\n this.scene.add(mesh);\n }\n }]);\n\n return Geometry;\n}();\n\nexports.default = Geometry;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/helpers/geometry.js\n ** module id = 12\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/helpers/geometry.js?");
/***/ },
/* 13 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// USe this class as a helper to set up some default materials\nvar Material = function Material(color) {\n _classCallCheck(this, Material);\n\n this.basic = new THREE.MeshBasicMaterial({\n color: color,\n side: THREE.DoubleSide\n });\n\n this.standard = new THREE.MeshStandardMaterial({\n color: color,\n shading: THREE.FlatShading,\n roughness: 1,\n metalness: 0,\n side: THREE.DoubleSide\n });\n\n this.wire = new THREE.MeshBasicMaterial({ wireframe: true });\n};\n\nexports.default = Material;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/helpers/material.js\n ** module id = 13\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/helpers/material.js?");
/***/ },
/* 14 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n// Promise polyfill for IE\n\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _es6Promise = __webpack_require__(15);\n\nvar _helpers = __webpack_require__(18);\n\nvar _helpers2 = _interopRequireDefault(_helpers);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// This class preloads all textures in the imageFiles array in the Config via ES6 Promises.\n// Once all textures are done loading the model itself will be loaded after the Promise .then() callback.\n// Using promises to preload textures prevents issues when applying textures to materials\n// before the textures have loaded.\nvar Texture = function () {\n function Texture() {\n _classCallCheck(this, Texture);\n\n // Prop that will contain all loaded textures\n this.textures = {};\n }\n\n _createClass(Texture, [{\n key: 'load',\n value: function load() {\n var _this = this;\n\n var loader = new THREE.TextureLoader();\n var maxAnisotropy = _config2.default.maxAnisotropy;\n var imageFiles = _config2.default.texture.imageFiles;\n var promiseArray = [];\n\n loader.setPath(_config2.default.texture.path);\n\n imageFiles.forEach(function (imageFile) {\n // Add an individual Promise for each image in array\n promiseArray.push(new _es6Promise.Promise(function (resolve, reject) {\n // Each Promise will attempt to load the image file\n loader.load(imageFile.image,\n // This gets called on load with the loaded texture\n function (texture) {\n texture.anisotropy = maxAnisotropy;\n\n // Resolve Promise with object of texture if it is instance of THREE.Texture\n var modelOBJ = {};\n modelOBJ[imageFile.name] = texture;\n if (modelOBJ[imageFile.name] instanceof THREE.Texture) resolve(modelOBJ);\n }, _helpers2.default.logProgress(), function (xhr) {\n return reject(new Error(xhr + 'An error occurred loading while loading ' + imageFile.image));\n });\n }));\n });\n\n // Iterate through all Promises in array and return another Promise when all have resolved or console log reason when any reject\n return _es6Promise.Promise.all(promiseArray).then(function (textures) {\n // Set the textures prop object to have name be the resolved texture\n for (var i = 0; i < textures.length; i++) {\n _this.textures[Object.keys(textures[i])[0]] = textures[i][Object.keys(textures[i])[0]];\n }\n }, function (reason) {\n return console.log(reason);\n });\n }\n }]);\n\n return Texture;\n}();\n\nexports.default = Texture;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/model/texture.js\n ** module id = 14\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/model/texture.js?");
/***/ },
/* 15 */
/***/ function(module, exports, __webpack_require__) {
eval("var require;var __WEBPACK_AMD_DEFINE_FACTORY__, __WEBPACK_AMD_DEFINE_RESULT__;/* WEBPACK VAR INJECTION */(function(process, global) {'use strict';\n\nvar _typeof = typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; };\n\n/*!\n * @overview es6-promise - a tiny implementation of Promises/A+.\n * @copyright Copyright (c) 2014 Yehuda Katz, Tom Dale, Stefan Penner and contributors (Conversion to ES6 API by Jake Archibald)\n * @license Licensed under MIT license\n * See https://raw.githubusercontent.com/stefanpenner/es6-promise/master/LICENSE\n * @version 4.0.5\n */\n\n(function (global, factory) {\n ( false ? 'undefined' : _typeof(exports)) === 'object' && typeof module !== 'undefined' ? module.exports = factory() : true ? !(__WEBPACK_AMD_DEFINE_FACTORY__ = (factory), __WEBPACK_AMD_DEFINE_RESULT__ = (typeof __WEBPACK_AMD_DEFINE_FACTORY__ === 'function' ? (__WEBPACK_AMD_DEFINE_FACTORY__.call(exports, __webpack_require__, exports, module)) : __WEBPACK_AMD_DEFINE_FACTORY__), __WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__)) : global.ES6Promise = factory();\n})(undefined, function () {\n 'use strict';\n\n function objectOrFunction(x) {\n return typeof x === 'function' || (typeof x === 'undefined' ? 'undefined' : _typeof(x)) === 'object' && x !== null;\n }\n\n function isFunction(x) {\n return typeof x === 'function';\n }\n\n var _isArray = undefined;\n if (!Array.isArray) {\n _isArray = function _isArray(x) {\n return Object.prototype.toString.call(x) === '[object Array]';\n };\n } else {\n _isArray = Array.isArray;\n }\n\n var isArray = _isArray;\n\n var len = 0;\n var vertxNext = undefined;\n var customSchedulerFn = undefined;\n\n var asap = function asap(callback, arg) {\n queue[len] = callback;\n queue[len + 1] = arg;\n len += 2;\n if (len === 2) {\n // If len is 2, that means that we need to schedule an async flush.\n // If additional callbacks are queued before the queue is flushed, they\n // will be processed by this flush that we are scheduling.\n if (customSchedulerFn) {\n customSchedulerFn(flush);\n } else {\n scheduleFlush();\n }\n }\n };\n\n function setScheduler(scheduleFn) {\n customSchedulerFn = scheduleFn;\n }\n\n function setAsap(asapFn) {\n asap = asapFn;\n }\n\n var browserWindow = typeof window !== 'undefined' ? window : undefined;\n var browserGlobal = browserWindow || {};\n var BrowserMutationObserver = browserGlobal.MutationObserver || browserGlobal.WebKitMutationObserver;\n var isNode = typeof self === 'undefined' && typeof process !== 'undefined' && {}.toString.call(process) === '[object process]';\n\n // test for web worker but not in IE10\n var isWorker = typeof Uint8ClampedArray !== 'undefined' && typeof importScripts !== 'undefined' && typeof MessageChannel !== 'undefined';\n\n // node\n function useNextTick() {\n // node version 0.10.x displays a deprecation warning when nextTick is used recursively\n // see https://github.com/cujojs/when/issues/410 for details\n return function () {\n return process.nextTick(flush);\n };\n }\n\n // vertx\n function useVertxTimer() {\n if (typeof vertxNext !== 'undefined') {\n return function () {\n vertxNext(flush);\n };\n }\n\n return useSetTimeout();\n }\n\n function useMutationObserver() {\n var iterations = 0;\n var observer = new BrowserMutationObserver(flush);\n var node = document.createTextNode('');\n observer.observe(node, { characterData: true });\n\n return function () {\n node.data = iterations = ++iterations % 2;\n };\n }\n\n // web worker\n function useMessageChannel() {\n var channel = new MessageChannel();\n channel.port1.onmessage = flush;\n return function () {\n return channel.port2.postMessage(0);\n };\n }\n\n function useSetTimeout() {\n // Store setTimeout reference so es6-promise will be unaffected by\n // other code modifying setTimeout (like sinon.useFakeTimers())\n var globalSetTimeout = setTimeout;\n return function () {\n return globalSetTimeout(flush, 1);\n };\n }\n\n var queue = new Array(1000);\n function flush() {\n for (var i = 0; i < len; i += 2) {\n var callback = queue[i];\n var arg = queue[i + 1];\n\n callback(arg);\n\n queue[i] = undefined;\n queue[i + 1] = undefined;\n }\n\n len = 0;\n }\n\n function attemptVertx() {\n try {\n var r = require;\n var vertx = __webpack_require__(17);\n vertxNext = vertx.runOnLoop || vertx.runOnContext;\n return useVertxTimer();\n } catch (e) {\n return useSetTimeout();\n }\n }\n\n var scheduleFlush = undefined;\n // Decide what async method to use to triggering processing of queued callbacks:\n if (isNode) {\n scheduleFlush = useNextTick();\n } else if (BrowserMutationObserver) {\n scheduleFlush = useMutationObserver();\n } else if (isWorker) {\n scheduleFlush = useMessageChannel();\n } else if (browserWindow === undefined && \"function\" === 'function') {\n scheduleFlush = attemptVertx();\n } else {\n scheduleFlush = useSetTimeout();\n }\n\n function then(onFulfillment, onRejection) {\n var _arguments = arguments;\n\n var parent = this;\n\n var child = new this.constructor(noop);\n\n if (child[PROMISE_ID] === undefined) {\n makePromise(child);\n }\n\n var _state = parent._state;\n\n if (_state) {\n (function () {\n var callback = _arguments[_state - 1];\n asap(function () {\n return invokeCallback(_state, child, callback, parent._result);\n });\n })();\n } else {\n subscribe(parent, child, onFulfillment, onRejection);\n }\n\n return child;\n }\n\n /**\n `Promise.resolve` returns a promise that will become resolved with the\n passed `value`. It is shorthand for the following:\n \n ```javascript\n let promise = new Promise(function(resolve, reject){\n resolve(1);\n });\n \n promise.then(function(value){\n // value === 1\n });\n ```\n \n Instead of writing the above, your code now simply becomes the following:\n \n ```javascript\n let promise = Promise.resolve(1);\n \n promise.then(function(value){\n // value === 1\n });\n ```\n \n @method resolve\n @static\n @param {Any} value value that the returned promise will be resolved with\n Useful for tooling.\n @return {Promise} a promise that will become fulfilled with the given\n `value`\n */\n function resolve(object) {\n /*jshint validthis:true */\n var Constructor = this;\n\n if (object && (typeof object === 'undefined' ? 'undefined' : _typeof(object)) === 'object' && object.constructor === Constructor) {\n return object;\n }\n\n var promise = new Constructor(noop);\n _resolve(promise, object);\n return promise;\n }\n\n var PROMISE_ID = Math.random().toString(36).substring(16);\n\n function noop() {}\n\n var PENDING = void 0;\n var FULFILLED = 1;\n var REJECTED = 2;\n\n var GET_THEN_ERROR = new ErrorObject();\n\n function selfFulfillment() {\n return new TypeError(\"You cannot resolve a promise with itself\");\n }\n\n function cannotReturnOwn() {\n return new TypeError('A promises callback cannot return that same promise.');\n }\n\n function getThen(promise) {\n try {\n return promise.then;\n } catch (error) {\n GET_THEN_ERROR.error = error;\n return GET_THEN_ERROR;\n }\n }\n\n function tryThen(then, value, fulfillmentHandler, rejectionHandler) {\n try {\n then.call(value, fulfillmentHandler, rejectionHandler);\n } catch (e) {\n return e;\n }\n }\n\n function handleForeignThenable(promise, thenable, then) {\n asap(function (promise) {\n var sealed = false;\n var error = tryThen(then, thenable, function (value) {\n if (sealed) {\n return;\n }\n sealed = true;\n if (thenable !== value) {\n _resolve(promise, value);\n } else {\n fulfill(promise, value);\n }\n }, function (reason) {\n if (sealed) {\n return;\n }\n sealed = true;\n\n _reject(promise, reason);\n }, 'Settle: ' + (promise._label || ' unknown promise'));\n\n if (!sealed && error) {\n sealed = true;\n _reject(promise, error);\n }\n }, promise);\n }\n\n function handleOwnThenable(promise, thenable) {\n if (thenable._state === FULFILLED) {\n fulfill(promise, thenable._result);\n } else if (thenable._state === REJECTED) {\n _reject(promise, thenable._result);\n } else {\n subscribe(thenable, undefined, function (value) {\n return _resolve(promise, value);\n }, function (reason) {\n return _reject(promise, reason);\n });\n }\n }\n\n function handleMaybeThenable(promise, maybeThenable, then$$) {\n if (maybeThenable.constructor === promise.constructor && then$$ === then && maybeThenable.constructor.resolve === resolve) {\n handleOwnThenable(promise, maybeThenable);\n } else {\n if (then$$ === GET_THEN_ERROR) {\n _reject(promise, GET_THEN_ERROR.error);\n } else if (then$$ === undefined) {\n fulfill(promise, maybeThenable);\n } else if (isFunction(then$$)) {\n handleForeignThenable(promise, maybeThenable, then$$);\n } else {\n fulfill(promise, maybeThenable);\n }\n }\n }\n\n function _resolve(promise, value) {\n if (promise === value) {\n _reject(promise, selfFulfillment());\n } else if (objectOrFunction(value)) {\n handleMaybeThenable(promise, value, getThen(value));\n } else {\n fulfill(promise, value);\n }\n }\n\n function publishRejection(promise) {\n if (promise._onerror) {\n promise._onerror(promise._result);\n }\n\n publish(promise);\n }\n\n function fulfill(promise, value) {\n if (promise._state !== PENDING) {\n return;\n }\n\n promise._result = value;\n promise._state = FULFILLED;\n\n if (promise._subscribers.length !== 0) {\n asap(publish, promise);\n }\n }\n\n function _reject(promise, reason) {\n if (promise._state !== PENDING) {\n return;\n }\n promise._state = REJECTED;\n promise._result = reason;\n\n asap(publishRejection, promise);\n }\n\n function subscribe(parent, child, onFulfillment, onRejection) {\n var _subscribers = parent._subscribers;\n var length = _subscribers.length;\n\n parent._onerror = null;\n\n _subscribers[length] = child;\n _subscribers[length + FULFILLED] = onFulfillment;\n _subscribers[length + REJECTED] = onRejection;\n\n if (length === 0 && parent._state) {\n asap(publish, parent);\n }\n }\n\n function publish(promise) {\n var subscribers = promise._subscribers;\n var settled = promise._state;\n\n if (subscribers.length === 0) {\n return;\n }\n\n var child = undefined,\n callback = undefined,\n detail = promise._result;\n\n for (var i = 0; i < subscribers.length; i += 3) {\n child = subscribers[i];\n callback = subscribers[i + settled];\n\n if (child) {\n invokeCallback(settled, child, callback, detail);\n } else {\n callback(detail);\n }\n }\n\n promise._subscribers.length = 0;\n }\n\n function ErrorObject() {\n this.error = null;\n }\n\n var TRY_CATCH_ERROR = new ErrorObject();\n\n function tryCatch(callback, detail) {\n try {\n return callback(detail);\n } catch (e) {\n TRY_CATCH_ERROR.error = e;\n return TRY_CATCH_ERROR;\n }\n }\n\n function invokeCallback(settled, promise, callback, detail) {\n var hasCallback = isFunction(callback),\n value = undefined,\n error = undefined,\n succeeded = undefined,\n failed = undefined;\n\n if (hasCallback) {\n value = tryCatch(callback, detail);\n\n if (value === TRY_CATCH_ERROR) {\n failed = true;\n error = value.error;\n value = null;\n } else {\n succeeded = true;\n }\n\n if (promise === value) {\n _reject(promise, cannotReturnOwn());\n return;\n }\n } else {\n value = detail;\n succeeded = true;\n }\n\n if (promise._state !== PENDING) {\n // noop\n } else if (hasCallback && succeeded) {\n _resolve(promise, value);\n } else if (failed) {\n _reject(promise, error);\n } else if (settled === FULFILLED) {\n fulfill(promise, value);\n } else if (settled === REJECTED) {\n _reject(promise, value);\n }\n }\n\n function initializePromise(promise, resolver) {\n try {\n resolver(function resolvePromise(value) {\n _resolve(promise, value);\n }, function rejectPromise(reason) {\n _reject(promise, reason);\n });\n } catch (e) {\n _reject(promise, e);\n }\n }\n\n var id = 0;\n function nextId() {\n return id++;\n }\n\n function makePromise(promise) {\n promise[PROMISE_ID] = id++;\n promise._state = undefined;\n promise._result = undefined;\n promise._subscribers = [];\n }\n\n function Enumerator(Constructor, input) {\n this._instanceConstructor = Constructor;\n this.promise = new Constructor(noop);\n\n if (!this.promise[PROMISE_ID]) {\n makePromise(this.promise);\n }\n\n if (isArray(input)) {\n this._input = input;\n this.length = input.length;\n this._remaining = input.length;\n\n this._result = new Array(this.length);\n\n if (this.length === 0) {\n fulfill(this.promise, this._result);\n } else {\n this.length = this.length || 0;\n this._enumerate();\n if (this._remaining === 0) {\n fulfill(this.promise, this._result);\n }\n }\n } else {\n _reject(this.promise, validationError());\n }\n }\n\n function validationError() {\n return new Error('Array Methods must be provided an Array');\n };\n\n Enumerator.prototype._enumerate = function () {\n var length = this.length;\n var _input = this._input;\n\n for (var i = 0; this._state === PENDING && i < length; i++) {\n this._eachEntry(_input[i], i);\n }\n };\n\n Enumerator.prototype._eachEntry = function (entry, i) {\n var c = this._instanceConstructor;\n var resolve$$ = c.resolve;\n\n if (resolve$$ === resolve) {\n var _then = getThen(entry);\n\n if (_then === then && entry._state !== PENDING) {\n this._settledAt(entry._state, i, entry._result);\n } else if (typeof _then !== 'function') {\n this._remaining--;\n this._result[i] = entry;\n } else if (c === Promise) {\n var promise = new c(noop);\n handleMaybeThenable(promise, entry, _then);\n this._willSettleAt(promise, i);\n } else {\n this._willSettleAt(new c(function (resolve$$) {\n return resolve$$(entry);\n }), i);\n }\n } else {\n this._willSettleAt(resolve$$(entry), i);\n }\n };\n\n Enumerator.prototype._settledAt = function (state, i, value) {\n var promise = this.promise;\n\n if (promise._state === PENDING) {\n this._remaining--;\n\n if (state === REJECTED) {\n _reject(promise, value);\n } else {\n this._result[i] = value;\n }\n }\n\n if (this._remaining === 0) {\n fulfill(promise, this._result);\n }\n };\n\n Enumerator.prototype._willSettleAt = function (promise, i) {\n var enumerator = this;\n\n subscribe(promise, undefined, function (value) {\n return enumerator._settledAt(FULFILLED, i, value);\n }, function (reason) {\n return enumerator._settledAt(REJECTED, i, reason);\n });\n };\n\n /**\n `Promise.all` accepts an array of promises, and returns a new promise which\n is fulfilled with an array of fulfillment values for the passed promises, or\n rejected with the reason of the first passed promise to be rejected. It casts all\n elements of the passed iterable to promises as it runs this algorithm.\n \n Example:\n \n ```javascript\n let promise1 = resolve(1);\n let promise2 = resolve(2);\n let promise3 = resolve(3);\n let promises = [ promise1, promise2, promise3 ];\n \n Promise.all(promises).then(function(array){\n // The array here would be [ 1, 2, 3 ];\n });\n ```\n \n If any of the `promises` given to `all` are rejected, the first promise\n that is rejected will be given as an argument to the returned promises's\n rejection handler. For example:\n \n Example:\n \n ```javascript\n let promise1 = resolve(1);\n let promise2 = reject(new Error(\"2\"));\n let promise3 = reject(new Error(\"3\"));\n let promises = [ promise1, promise2, promise3 ];\n \n Promise.all(promises).then(function(array){\n // Code here never runs because there are rejected promises!\n }, function(error) {\n // error.message === \"2\"\n });\n ```\n \n @method all\n @static\n @param {Array} entries array of promises\n @param {String} label optional string for labeling the promise.\n Useful for tooling.\n @return {Promise} promise that is fulfilled when all `promises` have been\n fulfilled, or rejected if any of them become rejected.\n @static\n */\n function all(entries) {\n return new Enumerator(this, entries).promise;\n }\n\n /**\n `Promise.race` returns a new promise which is settled in the same way as the\n first passed promise to settle.\n \n Example:\n \n ```javascript\n let promise1 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 1');\n }, 200);\n });\n \n let promise2 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 2');\n }, 100);\n });\n \n Promise.race([promise1, promise2]).then(function(result){\n // result === 'promise 2' because it was resolved before promise1\n // was resolved.\n });\n ```\n \n `Promise.race` is deterministic in that only the state of the first\n settled promise matters. For example, even if other promises given to the\n `promises` array argument are resolved, but the first settled promise has\n become rejected before the other promises became fulfilled, the returned\n promise will become rejected:\n \n ```javascript\n let promise1 = new Promise(function(resolve, reject){\n setTimeout(function(){\n resolve('promise 1');\n }, 200);\n });\n \n let promise2 = new Promise(function(resolve, reject){\n setTimeout(function(){\n reject(new Error('promise 2'));\n }, 100);\n });\n \n Promise.race([promise1, promise2]).then(function(result){\n // Code here never runs\n }, function(reason){\n // reason.message === 'promise 2' because promise 2 became rejected before\n // promise 1 became fulfilled\n });\n ```\n \n An example real-world use case is implementing timeouts:\n \n ```javascript\n Promise.race([ajax('foo.json'), timeout(5000)])\n ```\n \n @method race\n @static\n @param {Array} promises array of promises to observe\n Useful for tooling.\n @return {Promise} a promise which settles in the same way as the first passed\n promise to settle.\n */\n function race(entries) {\n /*jshint validthis:true */\n var Constructor = this;\n\n if (!isArray(entries)) {\n return new Constructor(function (_, reject) {\n return reject(new TypeError('You must pass an array to race.'));\n });\n } else {\n return new Constructor(function (resolve, reject) {\n var length = entries.length;\n for (var i = 0; i < length; i++) {\n Constructor.resolve(entries[i]).then(resolve, reject);\n }\n });\n }\n }\n\n /**\n `Promise.reject` returns a promise rejected with the passed `reason`.\n It is shorthand for the following:\n \n ```javascript\n let promise = new Promise(function(resolve, reject){\n reject(new Error('WHOOPS'));\n });\n \n promise.then(function(value){\n // Code here doesn't run because the promise is rejected!\n }, function(reason){\n // reason.message === 'WHOOPS'\n });\n ```\n \n Instead of writing the above, your code now simply becomes the following:\n \n ```javascript\n let promise = Promise.reject(new Error('WHOOPS'));\n \n promise.then(function(value){\n // Code here doesn't run because the promise is rejected!\n }, function(reason){\n // reason.message === 'WHOOPS'\n });\n ```\n \n @method reject\n @static\n @param {Any} reason value that the returned promise will be rejected with.\n Useful for tooling.\n @return {Promise} a promise rejected with the given `reason`.\n */\n function reject(reason) {\n /*jshint validthis:true */\n var Constructor = this;\n var promise = new Constructor(noop);\n _reject(promise, reason);\n return promise;\n }\n\n function needsResolver() {\n throw new TypeError('You must pass a resolver function as the first argument to the promise constructor');\n }\n\n function needsNew() {\n throw new TypeError(\"Failed to construct 'Promise': Please use the 'new' operator, this object constructor cannot be called as a function.\");\n }\n\n /**\n Promise objects represent the eventual result of an asynchronous operation. The\n primary way of interacting with a promise is through its `then` method, which\n registers callbacks to receive either a promise's eventual value or the reason\n why the promise cannot be fulfilled.\n \n Terminology\n -----------\n \n - `promise` is an object or function with a `then` method whose behavior conforms to this specification.\n - `thenable` is an object or function that defines a `then` method.\n - `value` is any legal JavaScript value (including undefined, a thenable, or a promise).\n - `exception` is a value that is thrown using the throw statement.\n - `reason` is a value that indicates why a promise was rejected.\n - `settled` the final resting state of a promise, fulfilled or rejected.\n \n A promise can be in one of three states: pending, fulfilled, or rejected.\n \n Promises that are fulfilled have a fulfillment value and are in the fulfilled\n state. Promises that are rejected have a rejection reason and are in the\n rejected state. A fulfillment value is never a thenable.\n \n Promises can also be said to *resolve* a value. If this value is also a\n promise, then the original promise's settled state will match the value's\n settled state. So a promise that *resolves* a promise that rejects will\n itself reject, and a promise that *resolves* a promise that fulfills will\n itself fulfill.\n \n \n Basic Usage:\n ------------\n \n ```js\n let promise = new Promise(function(resolve, reject) {\n // on success\n resolve(value);\n \n // on failure\n reject(reason);\n });\n \n promise.then(function(value) {\n // on fulfillment\n }, function(reason) {\n // on rejection\n });\n ```\n \n Advanced Usage:\n ---------------\n \n Promises shine when abstracting away asynchronous interactions such as\n `XMLHttpRequest`s.\n \n ```js\n function getJSON(url) {\n return new Promise(function(resolve, reject){\n let xhr = new XMLHttpRequest();\n \n xhr.open('GET', url);\n xhr.onreadystatechange = handler;\n xhr.responseType = 'json';\n xhr.setRequestHeader('Accept', 'application/json');\n xhr.send();\n \n function handler() {\n if (this.readyState === this.DONE) {\n if (this.status === 200) {\n resolve(this.response);\n } else {\n reject(new Error('getJSON: `' + url + '` failed with status: [' + this.status + ']'));\n }\n }\n };\n });\n }\n \n getJSON('/posts.json').then(function(json) {\n // on fulfillment\n }, function(reason) {\n // on rejection\n });\n ```\n \n Unlike callbacks, promises are great composable primitives.\n \n ```js\n Promise.all([\n getJSON('/posts'),\n getJSON('/comments')\n ]).then(function(values){\n values[0] // => postsJSON\n values[1] // => commentsJSON\n \n return values;\n });\n ```\n \n @class Promise\n @param {function} resolver\n Useful for tooling.\n @constructor\n */\n function Promise(resolver) {\n this[PROMISE_ID] = nextId();\n this._result = this._state = undefined;\n this._subscribers = [];\n\n if (noop !== resolver) {\n typeof resolver !== 'function' && needsResolver();\n this instanceof Promise ? initializePromise(this, resolver) : needsNew();\n }\n }\n\n Promise.all = all;\n Promise.race = race;\n Promise.resolve = resolve;\n Promise.reject = reject;\n Promise._setScheduler = setScheduler;\n Promise._setAsap = setAsap;\n Promise._asap = asap;\n\n Promise.prototype = {\n constructor: Promise,\n\n /**\n The primary way of interacting with a promise is through its `then` method,\n which registers callbacks to receive either a promise's eventual value or the\n reason why the promise cannot be fulfilled.\n \n ```js\n findUser().then(function(user){\n // user is available\n }, function(reason){\n // user is unavailable, and you are given the reason why\n });\n ```\n \n Chaining\n --------\n \n The return value of `then` is itself a promise. This second, 'downstream'\n promise is resolved with the return value of the first promise's fulfillment\n or rejection handler, or rejected if the handler throws an exception.\n \n ```js\n findUser().then(function (user) {\n return user.name;\n }, function (reason) {\n return 'default name';\n }).then(function (userName) {\n // If `findUser` fulfilled, `userName` will be the user's name, otherwise it\n // will be `'default name'`\n });\n \n findUser().then(function (user) {\n throw new Error('Found user, but still unhappy');\n }, function (reason) {\n throw new Error('`findUser` rejected and we're unhappy');\n }).then(function (value) {\n // never reached\n }, function (reason) {\n // if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.\n // If `findUser` rejected, `reason` will be '`findUser` rejected and we're unhappy'.\n });\n ```\n If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.\n \n ```js\n findUser().then(function (user) {\n throw new PedagogicalException('Upstream error');\n }).then(function (value) {\n // never reached\n }).then(function (value) {\n // never reached\n }, function (reason) {\n // The `PedgagocialException` is propagated all the way down to here\n });\n ```\n \n Assimilation\n ------------\n \n Sometimes the value you want to propagate to a downstream promise can only be\n retrieved asynchronously. This can be achieved by returning a promise in the\n fulfillment or rejection handler. The downstream promise will then be pending\n until the returned promise is settled. This is called *assimilation*.\n \n ```js\n findUser().then(function (user) {\n return findCommentsByAuthor(user);\n }).then(function (comments) {\n // The user's comments are now available\n });\n ```\n \n If the assimliated promise rejects, then the downstream promise will also reject.\n \n ```js\n findUser().then(function (user) {\n return findCommentsByAuthor(user);\n }).then(function (comments) {\n // If `findCommentsByAuthor` fulfills, we'll have the value here\n }, function (reason) {\n // If `findCommentsByAuthor` rejects, we'll have the reason here\n });\n ```\n \n Simple Example\n --------------\n \n Synchronous Example\n \n ```javascript\n let result;\n \n try {\n result = findResult();\n // success\n } catch(reason) {\n // failure\n }\n ```\n \n Errback Example\n \n ```js\n findResult(function(result, err){\n if (err) {\n // failure\n } else {\n // success\n }\n });\n ```\n \n Promise Example;\n \n ```javascript\n findResult().then(function(result){\n // success\n }, function(reason){\n // failure\n });\n ```\n \n Advanced Example\n --------------\n \n Synchronous Example\n \n ```javascript\n let author, books;\n \n try {\n author = findAuthor();\n books = findBooksByAuthor(author);\n // success\n } catch(reason) {\n // failure\n }\n ```\n \n Errback Example\n \n ```js\n \n function foundBooks(books) {\n \n }\n \n function failure(reason) {\n \n }\n \n findAuthor(function(author, err){\n if (err) {\n failure(err);\n // failure\n } else {\n try {\n findBoooksByAuthor(author, function(books, err) {\n if (err) {\n failure(err);\n } else {\n try {\n foundBooks(books);\n } catch(reason) {\n failure(reason);\n }\n }\n });\n } catch(error) {\n failure(err);\n }\n // success\n }\n });\n ```\n \n Promise Example;\n \n ```javascript\n findAuthor().\n then(findBooksByAuthor).\n then(function(books){\n // found books\n }).catch(function(reason){\n // something went wrong\n });\n ```\n \n @method then\n @param {Function} onFulfilled\n @param {Function} onRejected\n Useful for tooling.\n @return {Promise}\n */\n then: then,\n\n /**\n `catch` is simply sugar for `then(undefined, onRejection)` which makes it the same\n as the catch block of a try/catch statement.\n \n ```js\n function findAuthor(){\n throw new Error('couldn't find that author');\n }\n \n // synchronous\n try {\n findAuthor();\n } catch(reason) {\n // something went wrong\n }\n \n // async with promises\n findAuthor().catch(function(reason){\n // something went wrong\n });\n ```\n \n @method catch\n @param {Function} onRejection\n Useful for tooling.\n @return {Promise}\n */\n 'catch': function _catch(onRejection) {\n return this.then(null, onRejection);\n }\n };\n\n function polyfill() {\n var local = undefined;\n\n if (typeof global !== 'undefined') {\n local = global;\n } else if (typeof self !== 'undefined') {\n local = self;\n } else {\n try {\n local = Function('return this')();\n } catch (e) {\n throw new Error('polyfill failed because global object is unavailable in this environment');\n }\n }\n\n var P = local.Promise;\n\n if (P) {\n var promiseToString = null;\n try {\n promiseToString = Object.prototype.toString.call(P.resolve());\n } catch (e) {\n // silently ignored\n }\n\n if (promiseToString === '[object Promise]' && !P.cast) {\n return;\n }\n }\n\n local.Promise = Promise;\n }\n\n // Strange compat..\n Promise.polyfill = polyfill;\n Promise.Promise = Promise;\n\n return Promise;\n});\n//# sourceMappingURL=es6-promise.map\n/* WEBPACK VAR INJECTION */}.call(exports, __webpack_require__(16), (function() { return this; }())))\n\n/*****************\n ** WEBPACK FOOTER\n ** ./~/es6-promise/dist/es6-promise.js\n ** module id = 15\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./~/es6-promise/dist/es6-promise.js?");
/***/ },
/* 16 */
/***/ function(module, exports) {
eval("'use strict';\n\n// shim for using process in browser\nvar process = module.exports = {};\n\n// cached from whatever global is present so that test runners that stub it\n// don't break things. But we need to wrap it in a try catch in case it is\n// wrapped in strict mode code which doesn't define any globals. It's inside a\n// function because try/catches deoptimize in certain engines.\n\nvar cachedSetTimeout;\nvar cachedClearTimeout;\n\nfunction defaultSetTimout() {\n throw new Error('setTimeout has not been defined');\n}\nfunction defaultClearTimeout() {\n throw new Error('clearTimeout has not been defined');\n}\n(function () {\n try {\n if (typeof setTimeout === 'function') {\n cachedSetTimeout = setTimeout;\n } else {\n cachedSetTimeout = defaultSetTimout;\n }\n } catch (e) {\n cachedSetTimeout = defaultSetTimout;\n }\n try {\n if (typeof clearTimeout === 'function') {\n cachedClearTimeout = clearTimeout;\n } else {\n cachedClearTimeout = defaultClearTimeout;\n }\n } catch (e) {\n cachedClearTimeout = defaultClearTimeout;\n }\n})();\nfunction runTimeout(fun) {\n if (cachedSetTimeout === setTimeout) {\n //normal enviroments in sane situations\n return setTimeout(fun, 0);\n }\n // if setTimeout wasn't available but was latter defined\n if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {\n cachedSetTimeout = setTimeout;\n return setTimeout(fun, 0);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedSetTimeout(fun, 0);\n } catch (e) {\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedSetTimeout.call(null, fun, 0);\n } catch (e) {\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error\n return cachedSetTimeout.call(this, fun, 0);\n }\n }\n}\nfunction runClearTimeout(marker) {\n if (cachedClearTimeout === clearTimeout) {\n //normal enviroments in sane situations\n return clearTimeout(marker);\n }\n // if clearTimeout wasn't available but was latter defined\n if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {\n cachedClearTimeout = clearTimeout;\n return clearTimeout(marker);\n }\n try {\n // when when somebody has screwed with setTimeout but no I.E. maddness\n return cachedClearTimeout(marker);\n } catch (e) {\n try {\n // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally\n return cachedClearTimeout.call(null, marker);\n } catch (e) {\n // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.\n // Some versions of I.E. have different rules for clearTimeout vs setTimeout\n return cachedClearTimeout.call(this, marker);\n }\n }\n}\nvar queue = [];\nvar draining = false;\nvar currentQueue;\nvar queueIndex = -1;\n\nfunction cleanUpNextTick() {\n if (!draining || !currentQueue) {\n return;\n }\n draining = false;\n if (currentQueue.length) {\n queue = currentQueue.concat(queue);\n } else {\n queueIndex = -1;\n }\n if (queue.length) {\n drainQueue();\n }\n}\n\nfunction drainQueue() {\n if (draining) {\n return;\n }\n var timeout = runTimeout(cleanUpNextTick);\n draining = true;\n\n var len = queue.length;\n while (len) {\n currentQueue = queue;\n queue = [];\n while (++queueIndex < len) {\n if (currentQueue) {\n currentQueue[queueIndex].run();\n }\n }\n queueIndex = -1;\n len = queue.length;\n }\n currentQueue = null;\n draining = false;\n runClearTimeout(timeout);\n}\n\nprocess.nextTick = function (fun) {\n var args = new Array(arguments.length - 1);\n if (arguments.length > 1) {\n for (var i = 1; i < arguments.length; i++) {\n args[i - 1] = arguments[i];\n }\n }\n queue.push(new Item(fun, args));\n if (queue.length === 1 && !draining) {\n runTimeout(drainQueue);\n }\n};\n\n// v8 likes predictible objects\nfunction Item(fun, array) {\n this.fun = fun;\n this.array = array;\n}\nItem.prototype.run = function () {\n this.fun.apply(null, this.array);\n};\nprocess.title = 'browser';\nprocess.browser = true;\nprocess.env = {};\nprocess.argv = [];\nprocess.version = ''; // empty string to avoid regexp issues\nprocess.versions = {};\n\nfunction noop() {}\n\nprocess.on = noop;\nprocess.addListener = noop;\nprocess.once = noop;\nprocess.off = noop;\nprocess.removeListener = noop;\nprocess.removeAllListeners = noop;\nprocess.emit = noop;\n\nprocess.binding = function (name) {\n throw new Error('process.binding is not supported');\n};\n\nprocess.cwd = function () {\n return '/';\n};\nprocess.chdir = function (dir) {\n throw new Error('process.chdir is not supported');\n};\nprocess.umask = function () {\n return 0;\n};\n\n/*****************\n ** WEBPACK FOOTER\n ** ./~/process/browser.js\n ** module id = 16\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./~/process/browser.js?");
/***/ },
/* 17 */
/***/ function(module, exports) {
eval("/* (ignored) */\n\n/*****************\n ** WEBPACK FOOTER\n ** vertx (ignored)\n ** module id = 17\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///vertx_(ignored)?");
/***/ },
/* 18 */
/***/ function(module, exports) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Provides simple static functions that are used multiple times in the app\nvar Helpers = function () {\n function Helpers() {\n _classCallCheck(this, Helpers);\n }\n\n _createClass(Helpers, null, [{\n key: 'throttle',\n value: function throttle(fn, threshhold, scope) {\n threshhold || (threshhold = 250);\n var last = void 0,\n deferTimer = void 0;\n\n return function () {\n var context = scope || this;\n\n var now = +new Date(),\n args = arguments;\n\n if (last && now < last + threshhold) {\n clearTimeout(deferTimer);\n deferTimer = setTimeout(function () {\n last = now;\n fn.apply(context, args);\n }, threshhold);\n } else {\n last = now;\n fn.apply(context, args);\n }\n };\n }\n }, {\n key: 'logProgress',\n value: function logProgress() {\n return function (xhr) {\n if (xhr.lengthComputable) {\n var percentComplete = xhr.loaded / xhr.total * 100;\n\n console.log(Math.round(percentComplete, 2) + '% downloaded');\n }\n };\n }\n }, {\n key: 'logError',\n value: function logError() {\n return function (xhr) {\n console.error(xhr);\n };\n }\n }, {\n key: 'handleColorChange',\n value: function handleColorChange(color) {\n return function (value) {\n if (typeof value === 'string') {\n value = value.replace('#', '0x');\n }\n\n color.setHex(value);\n };\n }\n }, {\n key: 'update',\n value: function update(mesh) {\n this.needsUpdate(mesh.material, mesh.geometry);\n }\n }, {\n key: 'needsUpdate',\n value: function needsUpdate(material, geometry) {\n return function () {\n material.shading = +material.shading; //Ensure number\n material.vertexColors = +material.vertexColors; //Ensure number\n material.side = +material.side; //Ensure number\n material.needsUpdate = true;\n geometry.verticesNeedUpdate = true;\n geometry.normalsNeedUpdate = true;\n geometry.colorsNeedUpdate = true;\n };\n }\n }, {\n key: 'updateTexture',\n value: function updateTexture(material, materialKey, textures) {\n return function (key) {\n material[materialKey] = textures[key];\n material.needsUpdate = true;\n };\n }\n }]);\n\n return Helpers;\n}();\n\nexports.default = Helpers;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/utils/helpers.js\n ** module id = 18\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/utils/helpers.js?");
/***/ },
/* 19 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nvar _material = __webpack_require__(13);\n\nvar _material2 = _interopRequireDefault(_material);\n\nvar _meshHelper = __webpack_require__(20);\n\nvar _meshHelper2 = _interopRequireDefault(_meshHelper);\n\nvar _helpers = __webpack_require__(18);\n\nvar _helpers2 = _interopRequireDefault(_helpers);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Loads in a single object from the config file\nvar Model = function () {\n function Model(scene, manager, textures) {\n _classCallCheck(this, Model);\n\n this.scene = scene;\n this.textures = textures;\n\n // Manager is passed in to loader to determine when loading done in main\n this.loader = new THREE.ObjectLoader(manager);\n this.obj = null;\n }\n\n _createClass(Model, [{\n key: 'load',\n value: function load() {\n var _this = this;\n\n // Load model with ObjectLoader\n this.loader.load(_config2.default.model.path, function (obj) {\n obj.traverse(function (child) {\n if (child instanceof THREE.Mesh) {\n // Create material for mesh and set its map to texture by name from preloaded textures\n var material = new _material2.default(0xffffff).standard;\n material.map = _this.textures.UV;\n child.material = material;\n\n // Set to cast and receive shadow if enabled\n if (_config2.default.shadow.enabled) {\n child.receiveShadow = true;\n child.castShadow = true;\n }\n }\n });\n\n // Add mesh helper if Dev\n if (_config2.default.isDev && _config2.default.mesh.enableHelper) {\n new _meshHelper2.default(_this.scene, obj);\n }\n\n // Set prop to obj\n _this.obj = obj;\n\n obj.scale.multiplyScalar(_config2.default.model.scale);\n _this.scene.add(obj);\n }, _helpers2.default.logProgress(), _helpers2.default.logError());\n }\n }]);\n\n return Model;\n}();\n\nexports.default = Model;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/model/model.js\n ** module id = 19\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/model/model.js?");
/***/ },
/* 20 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _three = __webpack_require__(6);\n\nvar THREE = _interopRequireWildcard(_three);\n\nfunction _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Simple mesh helper that shows edges, wireframes, and face and vertex normals\nvar MeshHelper = function MeshHelper(scene, mesh) {\n _classCallCheck(this, MeshHelper);\n\n var wireframe = new THREE.WireframeGeometry(mesh.geometry);\n var wireLine = new THREE.LineSegments(wireframe);\n wireLine.material.depthTest = false;\n wireLine.material.opacity = 0.25;\n wireLine.material.transparent = true;\n mesh.add(wireLine);\n\n var edges = new THREE.EdgesGeometry(mesh.geometry);\n var edgesLine = new THREE.LineSegments(edges);\n edgesLine.material.depthTest = false;\n edgesLine.material.opacity = 0.25;\n edgesLine.material.transparent = true;\n mesh.add(edgesLine);\n\n scene.add(new THREE.BoxHelper(mesh));\n scene.add(new THREE.FaceNormalsHelper(mesh, 2));\n scene.add(new THREE.VertexNormalsHelper(mesh, 2));\n};\n\nexports.default = MeshHelper;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/helpers/meshHelper.js\n ** module id = 20\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/helpers/meshHelper.js?");
/***/ },
/* 21 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nvar _keyboard = __webpack_require__(22);\n\nvar _keyboard2 = _interopRequireDefault(_keyboard);\n\nvar _helpers = __webpack_require__(18);\n\nvar _helpers2 = _interopRequireDefault(_helpers);\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Manages all input interactions\nvar Interaction = function () {\n function Interaction(renderer, scene, camera, controls) {\n var _this = this;\n\n _classCallCheck(this, Interaction);\n\n // Properties\n this.renderer = renderer;\n this.scene = scene;\n this.camera = camera;\n this.controls = controls;\n\n this.timeout = null;\n\n // Instantiate keyboard helper\n this.keyboard = new _keyboard2.default();\n\n // Listeners\n // Mouse events\n this.renderer.domElement.addEventListener('mousemove', function (event) {\n return _helpers2.default.throttle(_this.onMouseMove(event), 250);\n }, false);\n this.renderer.domElement.addEventListener('mouseleave', function (event) {\n return _this.onMouseLeave(event);\n }, false);\n this.renderer.domElement.addEventListener('mouseover', function (event) {\n return _this.onMouseOver(event);\n }, false);\n\n // Keyboard events\n this.keyboard.domElement.addEventListener('keydown', function (event) {\n // Only once\n if (event.repeat) {\n return;\n }\n\n if (_this.keyboard.eventMatches(event, 'escape')) {\n console.log('Escape pressed');\n }\n });\n }\n\n _createClass(Interaction, [{\n key: 'onMouseOver',\n value: function onMouseOver(event) {\n event.preventDefault();\n\n _config2.default.isMouseOver = true;\n }\n }, {\n key: 'onMouseLeave',\n value: function onMouseLeave(event) {\n event.preventDefault();\n\n _config2.default.isMouseOver = false;\n }\n }, {\n key: 'onMouseMove',\n value: function onMouseMove(event) {\n event.preventDefault();\n\n clearTimeout(this.timeout);\n\n this.timeout = setTimeout(function () {\n _config2.default.isMouseMoving = false;\n }, 200);\n\n _config2.default.isMouseMoving = true;\n }\n }]);\n\n return Interaction;\n}();\n\nexports.default = Interaction;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/managers/interaction.js\n ** module id = 21\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/managers/interaction.js?");
/***/ },
/* 22 */
/***/ function(module, exports) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nvar ALIAS = {\n 'left': 37,\n 'up': 38,\n 'right': 39,\n 'down': 40,\n 'space': 32,\n 'tab': 9,\n 'escape': 27\n};\n\nvar Keyboard = function () {\n function Keyboard(domElement) {\n var _this = this;\n\n _classCallCheck(this, Keyboard);\n\n this.domElement = domElement || document;\n this.keyCodes = {};\n\n // bind keyEvents\n this.domElement.addEventListener('keydown', function () {\n return _this.onKeyChange(event);\n }, false);\n this.domElement.addEventListener('keyup', function () {\n return _this.onKeyChange(event);\n }, false);\n\n // bind window blur\n window.addEventListener('blur', function () {\n return _this.onBlur;\n }, false);\n }\n\n _createClass(Keyboard, [{\n key: 'destroy',\n value: function destroy() {\n var _this2 = this;\n\n this.domElement.removeEventListener('keydown', function () {\n return _this2.onKeyChange(event);\n }, false);\n this.domElement.removeEventListener('keyup', function () {\n return _this2.onKeyChange(event);\n }, false);\n\n // unbind window blur event\n window.removeEventListener('blur', function () {\n return _this2.onBlur;\n }, false);\n }\n }, {\n key: 'onBlur',\n value: function onBlur() {\n for (var prop in this.keyCodes) {\n this.keyCodes[prop] = false;\n }\n }\n }, {\n key: 'onKeyChange',\n value: function onKeyChange(event) {\n // log to debug\n //console.log('onKeyChange', event, event.keyCode, event.shiftKey, event.ctrlKey, event.altKey, event.metaKey)\n\n // update this.keyCodes\n var keyCode = event.keyCode;\n this.keyCodes[keyCode] = event.type === 'keydown';\n }\n }, {\n key: 'pressed',\n value: function pressed(keyDesc) {\n var keys = keyDesc.split('+');\n for (var i = 0; i < keys.length; i++) {\n var key = keys[i];\n var pressed = false;\n if (Object.keys(ALIAS).indexOf(key) != -1) {\n pressed = this.keyCodes[ALIAS[key]];\n } else {\n pressed = this.keyCodes[key.toUpperCase().charCodeAt(0)];\n }\n if (!pressed) return false;\n }\n\n return true;\n }\n }, {\n key: 'eventMatches',\n value: function eventMatches(event, keyDesc) {\n var aliases = ALIAS;\n var aliasKeys = Object.keys(aliases);\n var keys = keyDesc.split('+');\n // log to debug\n // console.log('eventMatches', event, event.keyCode, event.shiftKey, event.ctrlKey, event.altKey, event.metaKey)\n for (var i = 0; i < keys.length; i++) {\n var key = keys[i];\n var pressed = false;\n if (key === 'shift') {\n pressed = event.shiftKey ? true : false;\n } else if (key === 'ctrl') {\n pressed = event.ctrlKey ? true : false;\n } else if (key === 'alt') {\n pressed = event.altKey ? true : false;\n } else if (key === 'meta') {\n pressed = event.metaKey ? true : false;\n } else if (aliasKeys.indexOf(key) !== -1) {\n pressed = event.keyCode === aliases[key];\n } else if (event.keyCode === key.toUpperCase().charCodeAt(0)) {\n pressed = true;\n }\n if (!pressed) return false;\n }\n\n return true;\n }\n }]);\n\n return Keyboard;\n}();\n\nexports.default = Keyboard;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/utils/keyboard.js\n ** module id = 22\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/utils/keyboard.js?");
/***/ },
/* 23 */
/***/ function(module, exports, __webpack_require__) {
eval("'use strict';\n\nObject.defineProperty(exports, \"__esModule\", {\n value: true\n});\n\nvar _config = __webpack_require__(2);\n\nvar _config2 = _interopRequireDefault(_config);\n\nfunction _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\n// Manages all dat.GUI interactions\nvar DatGUI = function DatGUI(main, mesh) {\n var _this = this;\n\n _classCallCheck(this, DatGUI);\n\n var gui = new dat.GUI();\n\n this.camera = main.camera.threeCamera;\n this.controls = main.controls.threeControls;\n this.light = main.light;\n\n /* Global */\n //gui.close();\n\n /* Camera */\n var cameraFolder = gui.addFolder('Camera');\n var cameraFOVGui = cameraFolder.add(_config2.default.camera, 'fov', 0, 180).name('Camera FOV');\n cameraFOVGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.camera.fov = value;\n });\n cameraFOVGui.onFinishChange(function () {\n _this.camera.updateProjectionMatrix();\n\n _this.controls.enableRotate = true;\n });\n var cameraAspectGui = cameraFolder.add(_config2.default.camera, 'aspect', 0, 4).name('Camera Aspect');\n cameraAspectGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.camera.aspect = value;\n });\n cameraAspectGui.onFinishChange(function () {\n _this.camera.updateProjectionMatrix();\n\n _this.controls.enableRotate = true;\n });\n var cameraFogColorGui = cameraFolder.addColor(_config2.default.fog, 'color').name('Fog Color');\n cameraFogColorGui.onChange(function (value) {\n main.scene.fog.color.setHex(value);\n });\n var cameraFogNearGui = cameraFolder.add(_config2.default.fog, 'near', 0.000, 0.010).name('Fog Near');\n cameraFogNearGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n main.scene.fog.density = value;\n });\n cameraFogNearGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n\n /* Controls */\n var controlsFolder = gui.addFolder('Controls');\n controlsFolder.add(_config2.default.controls, 'autoRotate').name('Auto Rotate').onChange(function (value) {\n _this.controls.autoRotate = value;\n });\n var controlsAutoRotateSpeedGui = controlsFolder.add(_config2.default.controls, 'autoRotateSpeed', -1, 1).name('Rotation Speed');\n controlsAutoRotateSpeedGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n _this.controls.autoRotateSpeed = value;\n });\n controlsAutoRotateSpeedGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n\n /* Mesh */\n var meshFolder = gui.addFolder('Mesh');\n meshFolder.add(_config2.default.mesh, 'translucent', true).name('Translucent').onChange(function (value) {\n if (value) {\n mesh.material.transparent = true;\n mesh.material.opacity = 0.5;\n } else {\n mesh.material.opacity = 1.0;\n }\n });\n meshFolder.add(_config2.default.mesh, 'wireframe', true).name('Wireframe').onChange(function (value) {\n mesh.material.wireframe = value;\n });\n\n /* Lights */\n // Ambient Light\n var ambientLightFolder = gui.addFolder('Ambient Light');\n ambientLightFolder.add(_config2.default.ambientLight, 'enabled').name('Enabled').onChange(function (value) {\n _this.light.ambientLight.visible = value;\n });\n ambientLightFolder.addColor(_config2.default.ambientLight, 'color').name('Color').onChange(function (value) {\n _this.light.ambientLight.color.setHex(value);\n });\n\n // Directional Light\n var directionalLightFolder = gui.addFolder('Directional Light');\n directionalLightFolder.add(_config2.default.directionalLight, 'enabled').name('Enabled').onChange(function (value) {\n _this.light.directionalLight.visible = value;\n });\n directionalLightFolder.addColor(_config2.default.directionalLight, 'color').name('Color').onChange(function (value) {\n _this.light.directionalLight.color.setHex(value);\n });\n var directionalLightIntensityGui = directionalLightFolder.add(_config2.default.directionalLight, 'intensity', 0, 2).name('Intensity');\n directionalLightIntensityGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.intensity = value;\n });\n directionalLightIntensityGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var directionalLightPositionXGui = directionalLightFolder.add(_config2.default.directionalLight, 'x', -1000, 1000).name('Position X');\n directionalLightPositionXGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.position.x = value;\n });\n directionalLightPositionXGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var directionalLightPositionYGui = directionalLightFolder.add(_config2.default.directionalLight, 'y', -1000, 1000).name('Position Y');\n directionalLightPositionYGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.position.y = value;\n });\n directionalLightPositionYGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var directionalLightPositionZGui = directionalLightFolder.add(_config2.default.directionalLight, 'z', -1000, 1000).name('Position Z');\n directionalLightPositionZGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.position.z = value;\n });\n directionalLightPositionZGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n\n // Shadow Map\n var shadowFolder = gui.addFolder('Shadow Map');\n shadowFolder.add(_config2.default.shadow, 'enabled').name('Enabled').onChange(function (value) {\n _this.light.directionalLight.castShadow = value;\n });\n shadowFolder.add(_config2.default.shadow, 'helperEnabled').name('Helper Enabled').onChange(function (value) {\n _this.light.directionalLightHelper.visible = value;\n });\n var shadowNearGui = shadowFolder.add(_config2.default.shadow, 'near', 0, 400).name('Near');\n shadowNearGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.near = value;\n });\n shadowNearGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowFarGui = shadowFolder.add(_config2.default.shadow, 'far', 0, 1200).name('Far');\n shadowFarGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.far = value;\n });\n shadowFarGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowTopGui = shadowFolder.add(_config2.default.shadow, 'top', -400, 400).name('Top');\n shadowTopGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.top = value;\n });\n shadowTopGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowRightGui = shadowFolder.add(_config2.default.shadow, 'right', -400, 400).name('Right');\n shadowRightGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.right = value;\n });\n shadowRightGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowBottomGui = shadowFolder.add(_config2.default.shadow, 'bottom', -400, 400).name('Bottom');\n shadowBottomGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.bottom = value;\n });\n shadowBottomGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowLeftGui = shadowFolder.add(_config2.default.shadow, 'left', -400, 400).name('Left');\n shadowLeftGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.camera.left = value;\n });\n shadowLeftGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n var shadowBiasGui = shadowFolder.add(_config2.default.shadow, 'bias', -0.000010, 1).name('Bias');\n shadowBiasGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.directionalLight.shadow.bias = value;\n });\n shadowBiasGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n _this.light.directionalLight.shadow.map.dispose();\n _this.light.directionalLight.shadow.map = null;\n _this.light.directionalLightHelper.update();\n });\n\n // Point Light\n var pointLightFolder = gui.addFolder('Point Light');\n pointLightFolder.add(_config2.default.pointLight, 'enabled').name('Enabled').onChange(function (value) {\n _this.light.pointLight.visible = value;\n });\n pointLightFolder.addColor(_config2.default.pointLight, 'color').name('Color').onChange(function (value) {\n _this.light.pointLight.color.setHex(value);\n });\n var pointLightIntensityGui = pointLightFolder.add(_config2.default.pointLight, 'intensity', 0, 2).name('Intensity');\n pointLightIntensityGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.pointLight.intensity = value;\n });\n pointLightIntensityGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var pointLightDistanceGui = pointLightFolder.add(_config2.default.pointLight, 'distance', 0, 1000).name('Distance');\n pointLightDistanceGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.pointLight.distance = value;\n });\n pointLightDistanceGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var pointLightPositionXGui = pointLightFolder.add(_config2.default.pointLight, 'x', -1000, 1000).name('Position X');\n pointLightPositionXGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.pointLight.position.x = value;\n });\n pointLightPositionXGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var pointLightPositionYGui = pointLightFolder.add(_config2.default.pointLight, 'y', -1000, 1000).name('Position Y');\n pointLightPositionYGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.pointLight.position.y = value;\n });\n pointLightPositionYGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var pointLightPositionZGui = pointLightFolder.add(_config2.default.pointLight, 'z', -1000, 1000).name('Position Z');\n pointLightPositionZGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.pointLight.position.z = value;\n });\n pointLightPositionZGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n\n // Hemi Light\n var hemiLightFolder = gui.addFolder('Hemi Light');\n hemiLightFolder.add(_config2.default.hemiLight, 'enabled').name('Enabled').onChange(function (value) {\n _this.light.hemiLight.visible = value;\n });\n hemiLightFolder.addColor(_config2.default.hemiLight, 'color').name('Color').onChange(function (value) {\n _this.light.hemiLight.color.setHex(value);\n });\n hemiLightFolder.addColor(_config2.default.hemiLight, 'groundColor').name('ground Color').onChange(function (value) {\n _this.light.hemiLight.groundColor.setHex(value);\n });\n var hemiLightIntensityGui = hemiLightFolder.add(_config2.default.hemiLight, 'intensity', 0, 2).name('Intensity');\n hemiLightIntensityGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.hemiLight.intensity = value;\n });\n hemiLightIntensityGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var hemiLightPositionXGui = hemiLightFolder.add(_config2.default.hemiLight, 'x', -1000, 1000).name('Position X');\n hemiLightPositionXGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.hemiLight.position.x = value;\n });\n hemiLightPositionXGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var hemiLightPositionYGui = hemiLightFolder.add(_config2.default.hemiLight, 'y', -500, 1000).name('Position Y');\n hemiLightPositionYGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.hemiLight.position.y = value;\n });\n hemiLightPositionYGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n var hemiLightPositionZGui = hemiLightFolder.add(_config2.default.hemiLight, 'z', -1000, 1000).name('Position Z');\n hemiLightPositionZGui.onChange(function (value) {\n _this.controls.enableRotate = false;\n\n _this.light.hemiLight.position.z = value;\n });\n hemiLightPositionZGui.onFinishChange(function () {\n _this.controls.enableRotate = true;\n });\n};\n\nexports.default = DatGUI;\n\n/*****************\n ** WEBPACK FOOTER\n ** ./src/js/app/managers/datGUI.js\n ** module id = 23\n ** module chunks = 0\n **/\n//# sourceURL=webpack:///./src/js/app/managers/datGUI.js?");
/***/ }
/******/ ]);